Jump: Difference between revisions

322 bytes added ,  1 year ago
→‎Jump height ranking: *insert DYKG intro* "Did You Know? In Smash 64 character's have 28 different jumps instead of 2 like later installments. This is because..." Control stick. Can you image how sweaty the comp scene would be if people had to worry about combos that only work at 83.1% stick? Find the walk value and go 0x20 further, float btw
(→‎Jump height ranking: *insert DYKG intro* "Did You Know? In Smash 64 character's have 28 different jumps instead of 2 like later installments. This is because..." Control stick. Can you image how sweaty the comp scene would be if people had to worry about combos that only work at 83.1% stick? Find the walk value and go 0x20 further, float btw)
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Below are characters ranked by the height of their first jump.
Below are characters ranked by the height of their first jump.


Note that there are two methods to encode jump height, depending on the game.
Note that there are two methods to determine jump height, depending on the game.
*In ''Smash 64'', ''Melee'', and ''Brawl'', the game encodes jump ''force'', or the speed at which the character leaves the ground. The resulting jump height is dependent on the character's [[gravity]].<!--Formula: ?:h=((2f-g)^2)/(8g), Melee:h=(f/2)+((f^2)/(2g))-->
*In ''Smash 64'', ''Melee'', and ''Brawl'', the game uses jump ''force'', or the speed at which the character leaves the ground. In ''Smash 64'', jump ''force'' is calculated at the time of the jump. In ''Melee'' and ''Brawl'' it is encoded. The resulting jump height is dependent on the character's [[gravity]].<!--Formula: ?:h=((2f-g)^2)/(8g), Melee:h=(f/2)+((f^2)/(2g))-->
*In ''Smash 4'' and ''Ultimate'', the game encodes jump ''height'', and works backwards using gravity to figure out the correct force to use. This allows more natural behaviour to modifications of jump height from [[equipment]] or special moves such as [[Monado Arts]].<!--Formula: f=sqrt(2g*h)+g/2-->
*In ''Smash 4'' and ''Ultimate'', the game encodes jump ''height'', and works backwards using gravity to figure out the correct force to use. This allows more natural behaviour to modifications of jump height from [[equipment]] or special moves such as [[Monado Arts]].<!--Formula: f=sqrt(2g*h)+g/2-->
**However, for multiple aerial jumps, the game encodes jump ''force'' (except for [[Charizard]] and [[Sephiroth]]).
**However, for multiple aerial jumps, the game encodes jump ''force'' (except for [[Charizard]] and [[Sephiroth]]).
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===''Super Smash Bros.''===
===''Super Smash Bros.''===
The jump physics of ''Smash 64'' are significantly less understood than later games due to extra complexity in the data. It is currently believed that there are two values involved in a normal jump: a base jump force, and an additional jump force based on how much height is given to the Control Stick. Until this is more elaborated, only the typical maximum jump force is listed here.
The jump physics of ''Smash 64'' are significantly different compared to later games. A jump depends on 3 values: the [[control stick]]'s vertical position ('''s'''), stick multiply ('''m'''), and stick add ('''a'''). The control stick's vertical position is a value between 53-80 (53 is the minimum amount required for a jump and the stick can reach 127, though it is capped at 80). Unlike later games, a character's gravity ('''g''') is also applied on the same frame as a grounded jump. The resulting jump force formula is <code>(s×m)+a-g</code>.


The calculation of short hop jump force is currently unknown.
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{|class="wikitable sortable" style="text-align:center; display:inline-table;"
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|'''12'''||{{CharHead|Ness|SSB|hsize=15px}}||82||1204.522685
|'''12'''||{{CharHead|Ness|SSB|hsize=15px}}||82||1204.522685
|}
|}-->


{|class="wikitable sortable" style="text-align:center; display:inline-table;"
{|class="wikitable sortable" style="text-align:center; display:inline-table;"
|+NA
|+NA
|-
|-
!Rank!!Character!!Jump force!!Jump height
!Rank!!Character!!Sitck multiply!!Stick add!!Min height!!Max height
|-
|-
|'''1'''||{{CharHead|Luigi|SSB|hsize=15px}}||86||1718.214881
|'''1'''||{{CharHead|Luigi|SSB|hsize=15px}}||0.7||30||1038.5||1718
|-
|-
|'''2'''||{{CharHead|Captain Falcon|SSB|hsize=15px}}||104||1539.013235
|'''2'''||{{CharHead|Captain Falcon|SSB|hsize=15px}}||1||24||833.8||1539
|-
|-
|'''3'''||{{CharHead|Samus|SSB|hsize=15px}}||rowspan=2|76||1482.2375
|'''3'''||{{CharHead|Samus|SSB|hsize=15px}}||0.5||36||996.8||1482
|-
|-
|'''4'''||{{CharHead|Jigglypuff|SSB|hsize=15px}}||1406.25
|'''4'''||{{CharHead|Jigglypuff|SSB|hsize=15px}}||0.7||20||786.8||1406
|-
|-
|'''5'''||{{CharHead|Donkey Kong|SSB|hsize=15px}}||92.6||1383.201667
|'''5'''||{{CharHead|Donkey Kong|SSB|hsize=15px}}||0.47||55||1024.66||1383
|-
|-
|'''6'''||{{CharHead|Mario|SSB|hsize=15px}}||82||1360.133333
|'''6'''||{{CharHead|Mario|SSB|hsize=15px}}||0.7||26||798.2||1360
|-
|-
|'''7'''||{{CharHead|Pikachu|SSB|hsize=15px}}||90.6||1323.135
|'''7'''||{{CharHead|Pikachu|SSB|hsize=15px}}||0.67||37||840.24||1323
|-
|-
|'''8'''||{{CharHead|Fox|SSB|hsize=15px}}||103||1275.125
|'''8'''||{{CharHead|Fox|SSB|hsize=15px}}||1||23||684||1275
|-
|-
|'''9'''||{{CharHead|Kirby|SSB|hsize=15px}}||78||1228.8
|'''9'''||{{CharHead|Kirby|SSB|hsize=15px}}||0.6||30||765||1228.8
|-
|-
|'''10'''||{{CharHead|Ness|SSB|hsize=15px}}||82||1204.522685
|'''10'''||{{CharHead|Ness|SSB|hsize=15px}}||0.7||26||706.1||1204.5
|-
|-
|'''11'''||{{CharHead|Yoshi|SSB|hsize=15px}}||83.5||1203.644643
|'''11'''||{{CharHead|Yoshi|SSB|hsize=15px}}||0.7||27.5||713||1203.5
|-
|-
|'''12'''||{{CharHead|Link|SSB|hsize=15px}}||92||1199.130882
|'''12'''||{{CharHead|Link|SSB|hsize=15px}}||0.7||36||749.7||1198.8
|}
|}
</center>
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