Edge: Difference between revisions
→Intangibility duration: The formula for SSBU Ledge Intangibility is updated based on the formula datamined from the game.
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(→Intangibility duration: The formula for SSBU Ledge Intangibility is updated based on the formula datamined from the game.) |
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!SSB4<br>SSBU | !SSB4<br>SSBU | ||
|(a | |(60 * (a / 300)) + (44 - (d / 120 * 44)) frames | ||
|(a = airtime in frames with max 300, p = percentage with max 120)<br/>(minimum | |(plus the duration of the edge-grabbing animation, which is 19 frames)<br/>(a = airtime in frames with max 300, p = percentage with max 120)<br/>(minimum 23 frames, maximum 123 frames) | ||
|} | |} | ||
The following behaviors arise from the system in ''Smash 4'' and ''Ultimate'': | The following behaviors arise from the system in ''Smash 4'' and ''Ultimate'': | ||
*Players with low damage and low airtime are intangible for | *Players with low damage and low airtime are intangible for 63 frames (~1 second). | ||
*Players with high damage and high airtime can be intangible for up to | *Players with high damage and high airtime can be intangible for up to 79 frames (~1.333 seconds). As a result, fresh players that grab the edge are about even with highly-damaged players trying to recover. | ||
*Players with high damage and low airtime are only intangible for | *Players with high damage and low airtime are only intangible for 23 frames (0.4 seconds), so it does no good to grab the edge multiple times when recovering. | ||
*Players with low damage and high airtime can be intangible for up to | *Players with low damage and high airtime can be intangible for up to 123 frames (~2 seconds), much more than any other game. However, this is difficult to achieve, as the required airtime is 5 seconds. | ||
==Hang time== | ==Hang time== |