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(I noticed this was used on Terry's Jab 1 script, and wasn't documented here.) |
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*In ''[[Super Smash Bros. Brawl]]'', a frame speed multiplier of 0.5 means the attack progresses at half speed (straight multiplication) | *In ''[[Super Smash Bros. Brawl]]'', a frame speed multiplier of 0.5 means the attack progresses at half speed (straight multiplication) | ||
*From ''[[Super Smash Bros. 4]]'' onward, a frame speed multiplier of 0.5 means each frame now takes 0.5 frames, and so the attack moves at double speed (reciprocal multiplication). | *From ''[[Super Smash Bros. 4]]'' onward, a frame speed multiplier of 0.5 means each frame now takes 0.5 frames, and so the attack moves at double speed (reciprocal multiplication). | ||
*Earlier games in the series do not have the ability to modify only part of an action's speed in code, though they may apply internal multipliers to an animation's overall speed. | **Despite this, there are still certain moves from ''Smash 4'' onwards which use a straight multiplication frame speed modifier to alter their animation speed (such as with [[Homing Attack]] while Sonic is rising). | ||
*Earlier games in the series do not have the ability to modify only part of an action's speed in code, though they may apply internal multipliers to an animation's overall speed. In these games, frame speed multipliers work the same as in ''Brawl'', using straight multiplication. | |||
*In ''[[Super Smash Bros. Ultimate]]'', a variant of frame speed multiplier was introduced which functions how frame speed multipliers did in ''Brawl'', with straight multiplication, labelled "FSR". | |||
==Usage of frame speed multipliers== | ==Usage of frame speed multipliers== | ||
*Several normal animations have their execution speed modified to match their coded result: | *Several normal animations have their execution speed modified to match their coded result: | ||
**Speed of walking and running | **Speed of walking and running | ||
**Length of [[landing lag]] | **Length of [[landing lag]] (particularly prior to ''Ultimate''). | ||
*Weight dependent [[throw]]s have their speed change calculated as a frame speed multiplier (weight/100). | *Weight dependent [[throw]]s have their speed change calculated as a frame speed multiplier (weight/100) (''Melee''/''Brawl''), (26 x (weight / 100 - 1)) (''Smash 4''). | ||
*Hitstun animations contain a frame speed modifier that's used the match the overall knockback speed sustained (''Smash 4''/''Ultimate''). | |||
*Moves with execution speed based on some input or changing property (such as [[Mach Tornado]] and [[Rollout]]) use a frame speed multiplier to match their appearance to their movement. | *Moves with execution speed based on some input or changing property (such as [[Mach Tornado]] and [[Rollout]]) use a frame speed multiplier to match their appearance to their movement. | ||
*Custom moves that are faster or slower than the regular variant almost always use frame speed multipliers, so they can reuse the same animations. | *Custom moves that are faster or slower than the regular variant almost always use frame speed multipliers, so they can reuse the same animations. | ||
* | *Starting from ''Smash 4'', moves that are changed in updates to gameplay tend to use frame speed multipliers to alter their timing, as it is much more efficient than the memory space and time needed to replace the entire animation. This is also used with animations carried over from previous games for the same purpose/reasons. | ||
*Many newcomers from ''Smash 4'' onwards use frame speed modifiers to alter the speed of their attacks, even without the influence of updates. | |||
*[[Ore Club]]s uses a frame speed multiplier on all swings. | |||
*[[Fan]]s use a frame speed multiplier on all swings in ''Smash 64'' and ''Melee''. | |||
*[[Boss]]es use a similar system to alter the speed of their attacks based on the set difficulty. | *[[Boss]]es use a similar system to alter the speed of their attacks based on the set difficulty. | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |