Knockback: Difference between revisions
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*[[Wolf (SSBB)|Wolf's]] [[Reflector (Wolf)|Reflector]] | *[[Wolf (SSBB)|Wolf's]] [[Reflector (Wolf)|Reflector]] | ||
*[[Snake (SSBB)|Snake's]] forward tilt (first hit on grounded opponents) | *[[Snake (SSBB)|Snake's]] forward tilt (first hit on grounded opponents) | ||
*[[Sonic (SSBB)|Sonic's}} up aerial (first hit) | |||
*[[Isaac|Isaac's]] Move | *[[Isaac|Isaac's]] Move | ||
[[Category:Game Physics]] | [[Category:Game Physics]] |
Revision as of 16:24, August 16, 2012
Knockback is a measure of how far an attack sends its target. For example, Bowser's forward smash is an attack of high knockback; it launches opponents very far, so far that at high damages it's more powerful than a Home-Run Bat's smash attack. Pikachu's neutral attack, on the other hand, has very low knockback - it hardly sends opponents anywhere, even at ludicrous damages.
Basic physics
The knockback of most attacks increases as the target's damage increases. Knockback is also affected by the target's weight, gravity, and a few other conditions (such as type effectiveness). The damage dealt by an attack is a significant factor in how much knockback it deals, but it is not the primary factor - this is the reason stale moves have less knockback than fresh ones.
Each hitbox of a move has two knockback values: a base knockback and a knockback scaling (also known as knockback growth). Moves with high base knockback deal high knockback under any circumstances, such as the swing of a Home-Run Bat. On the other hand, moves with high knockback scaling take less damage to reach KO potential, such as Luigi's forward smash.
In Melee, the highest knockback delivered and received by each character is given in match results, though the number lacks meaning. In Brawl, the velocity applied (in units per 1000 frames) is provided instead of the knockback value (though it's simply knockback divided by 0.03). The unit is given as "mph"; while this would presumably mean "miles per hour", this is obviously not the case, as a 1,000 mph hit barely sends characters anywhere. The following table gives an idea of various knockback strengths:
Knockback | Velocity | Example |
---|---|---|
10 | 333.333... | One stage builder block per second |
33.6 | 1120 | Jigglypuff's short hop |
43.2 | 1440 | Jigglypuff's first jump |
63 | 2100 | Fox dashing (without running) |
102.6 | 3420 | Falco's first jump |
131.43 | 4381 | Sheik's footstool jump |
165-195 | 5500-6500 | Average KO range |
300 | 10000 | Jigglypuff's Shield Jump |
Formula
While it is currently unknown what the knockback formula is for Melee and Brawl, the first game's version is revealed and explained on the SSB64 website:
File:SSB64KnockbackFormula.png
- p is the percentage of the target, counted after the attack's damage is added.
- d is the damage the attack dealt.
- w is the weight of the target.
- s is the attack's knockback scaling.
- b is the attack's base knockback.
- r is a ratio based on a number of factors, such as handicap or difficulty.
If the move has a weight-based knockback value set (so the move deals set knockback), then d is set to that value, and p is always 10.
It is believed possible that this formula is repeated verbatim in Melee, with slight changes to accomodate for the different weight units. It's expected that the formula in Brawl is equally similar, though with the addition of gravity in some form.
Other physics of knockback
- If a meteor smash is landed on a grounded opponent, they will be sent upwards with reduced knockback (20% less in Brawl).
- If a character is hit while charging a smash attack, they will take more knockback (20% more in Brawl).
- Based on type effectiveness, Pokémon Trainer's Pokémon will take more or less knockback from certain moves.
- Characters that take a certain amount of knockback will slightly damage opponents they run into while flying. This hitbox belongs to the character that dealt the knockback, and KO'ing with one is how one achieves the Dead-Weight KO bonus.
Set knockback
Set knockback, sometimes referred to fixed knockback, is a property of some attacks where the knockback dealt by the attack does not depend on the opponent's percentage or how much damage the attack does. This results in it dealing the same amount of knockback regardless of stale-move negation.
List of set knockback moves
Super Smash Bros.
- Mario Tornado
- Fire Flower
- Kirby's Final Cutter (meteor smash and up slice)
- Fox's down aerial
- Mario's down aerial
- Fox's up aerial (first hit)
- Luigi's sourspotted Super Jump Punch
- Yoshi's up and down tilt.
- Kirby’s up aerial
- Kirby’s landing hitboxes, after using every aerial except his back aerial.
Super Smash Bros. Melee
- Fox: Reflector
- Ice Climbers: down air
- Yoshi: down tilt
- Luigi's down taunt
- Kirby's Hammer (in the air)
- Fox's down aerial
- Bowser's up throw
- Young Link: first hit of forward smash
- Fox's up aerial (first hit)
- Kirby's Final Cutter
- Roy's Blazer
- Luigi's sourspotted Super Jump Punch
Super Smash Bros. Brawl
- Many jabs, such as Kirby's, have set knockback.
- King Dedede's down throw
- Luigi's down taunt
- Toon Link's forward smash (first hit)
- Kirby's Final Cutter (up and downwards stroke)
- Fox's up aerial (first hit)
- Bowser's up throw
- Captain Falcon's neutral air (first hit)
- Wolf's Reflector
- Snake's forward tilt (first hit on grounded opponents)
- [[Sonic (SSBB)|Sonic's}} up aerial (first hit)
- Isaac's Move
Knockback chart
The following is a chart demonstrating how much knockback each character sustains in Brawl. While weight is the primary attribute for determining how much knockback a character sustains, there are other attributes that factor in, such as a character's gravity. This results in some characters sustaining more knockback than lighter characters.
The knockback value shown is how much knockback a character sustains when hit with Marth's Critical Hit at 0%, arranged from least knockback sustained to most knockback sustained.
Rank | Character | Knockback sustained | Velocity applied |
---|---|---|---|
1 | Bowser | 490.8 | 14724 |
2 | Donkey Kong | 494.667 | 14840 |
3 | Snake | 499.367 | 14981 |
4 | King Dedede | 501.4 | 15042 |
5 | Charizard | 504.667 | 15140 |
6 | Samus | 505.333 | 15160 |
7 | Ganondorf | 508.467 | 15254 |
8 | Yoshi | 508.7 | 15261 |
9 | R.O.B. | 509.533 | 15286 |
10 | Wario | 509.867 | 15296 |
11 | Ike | 513.3 | 15399 |
12 | Link | 515.633 | 15469 |
13 | Captain Falcon | 517.133 | 15514 |
14 | Lucario | 520.033 | 15601 |
15 | Ivysaur | 520.833 | 15625 |
16 | Mario | 525.1 | 15753 |
17 | Wolf | 525.7 | 15771 |
18 | Luigi | 525.9 | 15777 |
19 | Sonic | 531.9 | 15957 |
20 | Ness | 532.367 | 15971 |
21 | Pit | 532.8 | 15984 |
22 | Lucas | 534.4 | 16032 |
23 | Toon Link | 536.2 | 16086 |
24 | Diddy Kong | 536.6 | 16098 |
25 | Ice Climbers | 536.967 | 16109 |
26 | Peach | 539.533 | 16186 |
27 | Marth | 546 | 16380 |
28 | Zelda | 550.467 | 16514 |
29 | Olimar | 556.267 | 16688 |
30 | Sheik | 558.5 | 16755 |
31 | Zero Suit Samus | 561.567 | 16847 |
32 | Falco | 561.9 | 16857 |
33 | Kirby | 565.5 | 16965 |
34 | Pikachu | 566 | 16980 |
35 | Meta Knight | 566.933 | 17008 |
36 | Fox | 573.367 | 17201 |
37 | Mr. Game & Watch | 574.133 | 17224 |
38 | Squirtle | 577.567 | 17327 |
39 | Jigglypuff | 589.1 | 17673 |
Trivia
- Brawl has a knockback cap of 2500 (or 83 1/3 units per frame), fast enough to move from the edge of Battlefield to the center in less than 1 frame.