303
edits
PinkYoshiFan (talk | contribs) (→Trivia: I think that the "surprised expression" is just the taking damage expression, but it's only noticed here because of the massive slowdown) |
(→Trivia: https://rubendal.github.io/ssbu/#/Character/Mario Go to ThrowB and look for set_throw_finish_zoom_rate. There are nearby lines of code presumably also related to zoom that I don't know much about, maybe some info on those as well) |
||
Line 155: | Line 155: | ||
*In [[Home-Run Contest]], Special Zoom does not occur on moves that trigger the effect; presumably to prevent such moves from costing the player time due to the timer not slowing down while Special Zoom is in effect. | *In [[Home-Run Contest]], Special Zoom does not occur on moves that trigger the effect; presumably to prevent such moves from costing the player time due to the timer not slowing down while Special Zoom is in effect. | ||
**However, using a Special Zoom move in place of the Home-Run Bat swing will not result in an angled view of Sandbag flying, and will instead feature a normal Special Zoom. | **However, using a Special Zoom move in place of the Home-Run Bat swing will not result in an angled view of Sandbag flying, and will instead feature a normal Special Zoom. | ||
* | *Certain moves are given a hidden multiplier that increases the amount of knockback needed to trigger Finish Zoom, usually for moves that are clearly telegraphed and/or heavily affected by DI, which the opponent would feasibly always react to and DI against accordingly. Star KOs will be more common if the match is finished this way than with the actual Finish Zoom effect. | ||
**These multipliers are set manually, independent from the move's actual knockback calculations, and may not always accurately reflect the practical KO potential of the move. For example, Mario's back throw can KO at around 140% at the ledge with no DI and 160% with optimal DI for a roughly 1.15x increase in survivability, but it is set with an arbitrarily high multiplier of 1.5x, causing the Finish Zoom to begin occuring well beyond its minimum KO percent. | |||
*A glitch involving {{SSBU|Min Min}} and Finish Zoom was introduced in the Version 8.0.0; if the opponent didn't get KO'd (e.g. due to [[directional influence]]) after Min Min's attack triggered Finish Zoom, her last used ARM will be visually stuck in being stretched. | *A glitch involving {{SSBU|Min Min}} and Finish Zoom was introduced in the Version 8.0.0; if the opponent didn't get KO'd (e.g. due to [[directional influence]]) after Min Min's attack triggered Finish Zoom, her last used ARM will be visually stuck in being stretched. | ||
*If Finish Zoom occurs to a character getting hit from behind, the reverse knockback animation does not play, although they will briefly assume the pose. | *If Finish Zoom occurs to a character getting hit from behind, the reverse knockback animation does not play, although they will briefly assume the pose. |
edits