Knockback: Difference between revisions

38 bytes added ,  4 years ago
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→‎Melee onward: Correcting some info, as some characters in their weight class indeed use different gravity values during vertical knockback.
(→‎Melee onward: Most of this info was documented by Kurogane Hammer, Arthur and Rubendal in KH's server. Gravity values per character can be found in Rubendal's Smash Ultimate calculator: https://rubendal.github.io/SSBU-Calculator/)
m (→‎Melee onward: Correcting some info, as some characters in their weight class indeed use different gravity values during vertical knockback.)
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The result of this formula increases vertical launch speed if the target enters tumble. As a result, characters with higher gravity get launched faster than those with lower gravity, depending on how vertical the angle is, resulting in fighters with higher gravity stats having worsened vertical survivability, seemingly as an attempt to normalize the effect of combos and multi-hit moves on characters of differing gravity. This formula is also applied to moves that launch opponents downwards, though since vertical launch speed is negative in this case, the result of the formula effectively decreases it slightly instead, reducing the effectiveness of [[meteor smash]]es on fast fallers.
The result of this formula increases vertical launch speed if the target enters tumble. As a result, characters with higher gravity get launched faster than those with lower gravity, depending on how vertical the angle is, resulting in fighters with higher gravity stats having worsened vertical survivability, seemingly as an attempt to normalize the effect of combos and multi-hit moves on characters of differing gravity. This formula is also applied to moves that launch opponents downwards, though since vertical launch speed is negative in this case, the result of the formula effectively decreases it slightly instead, reducing the effectiveness of [[meteor smash]]es on fast fallers.


In ''Ultimate'', moves that launch at angles between 70° and 110° now instead cause characters' falling speeds to be homogenized to a set value of 1.8. The gravity formula still applies for moves that launch between said angles; however, characters now use a different gravity value that is linearly correlated to weight, with floatier characters having lower gravity, and heavier characters having higher gravity; the only exceptions to this are {{SSBU|Mewtwo}}, whose weight was increased in {{SSBU|3.0.0}} but its gravity was not increased to compensate; and {{SSBU|Banjo & Kazooie}}, who use an unusually low gravity value compared to other characters with their same weight. As a result of these changes, falling speed no longer plays as much of a factor on determining a characters' vertical survivability, and moves that deal vertical knockback are generally easier to survive compared to ''Brawl'' and ''SSB4'', thus making vertical survivability among the cast much more consistent than in previous games.
In ''Ultimate'', moves that launch at angles between 70° and 110° now instead cause characters' falling speeds to be homogenized to a set value of 1.8. The gravity formula still applies for moves that launch between said angles; however, characters now use a different gravity value that is linearly correlated to weight, with floatier characters having lower gravity, and heavier characters having higher gravity; however, a few exceptions to this exist, the most notable ones being {{SSBU|Mewtwo}} (whose weight was increased in {{SSBU|3.0.0}} but its gravity was not increased to compensate) and {{SSBU|Banjo & Kazooie}} (who use an unusually low gravity value compared to other characters with their same weight). As a result of these changes, falling speed no longer plays as much of a factor on determining a characters' vertical survivability, and moves that deal vertical knockback are generally easier to survive compared to ''Brawl'' and ''SSB4'', thus making vertical survivability among the cast much more consistent than in previous games.


===Variables===
===Variables===
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