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If a character takes enough knockback to be sent [[tumbling]] (equivalent to at least 80 units of knockback, or 32 frames of hitstun), several other flinching animations are used. If the attack launches at an [[angle]] between 70° and 110° (ignoring [[directional influence]]), a homogeneous "high launch" animation is used (known internally as '''DamageFlyTop'''); otherwise, up to three launch animations are used depending on height (known internally as '''DamageFlyHi''', '''DamageFlyN''', and '''DamageFlyLw'''). In ''Ultimate'', the high launch animation modifies characters' [[falling speed]] and [[gravity]] during knockback, homogenizing the effect of vertical launch speed on them; in other games, it has no practical difference other than their hurtboxes being shifted differently. Additionally, if the character has accumulated at least 100% [[damage]] and is not sent into the high launch animation, they have a 30% chance of using a [[reeling]] animation instead (known internally as '''DamageFlyRoll'''). | If a character takes enough knockback to be sent [[tumbling]] (equivalent to at least 80 units of knockback, or 32 frames of hitstun), several other flinching animations are used. If the attack launches at an [[angle]] between 70° and 110° (ignoring [[directional influence]]), a homogeneous "high launch" animation is used (known internally as '''DamageFlyTop'''); otherwise, up to three launch animations are used depending on height (known internally as '''DamageFlyHi''', '''DamageFlyN''', and '''DamageFlyLw'''). In ''Ultimate'', the high launch animation modifies characters' [[falling speed]] and [[gravity]] during knockback, homogenizing the effect of vertical launch speed on them; in other games, it has no practical difference other than their hurtboxes being shifted differently. Additionally, if the character has accumulated at least 100% [[damage]] and is not sent into the high launch animation, they have a 30% chance of using a [[reeling]] animation instead (known internally as '''DamageFlyRoll'''). | ||
Later ''Smash'' games add a few more flinching animations. From ''Brawl'' onward, characters hit by [[electric]] or [[paralysis|paralyzing]] attacks undergo a more realistic electrocution animation (known internally as '''DamageElec''') during [[hitlag]] or paralysis, respectively. In ''Smash 4'' and ''Ultimate'', hitting a character from behind with [[Shulk]]'s [[Back Slash]] causes them to use a single launch animation where they remain facing away, which is the same as the animation when bouncing off walls (known internally as '''WallDamage'''). In ''Ultimate'', this is used when a character is hit from behind by any attack that deals tumbling-level knockback, preventing them from turning around like in previous games; for lower knockback strengths, the standard flinching animations are used depending on the circumstance, except the character doesn't turn around until near the end of the animation. Additionally, ''Ultimate'' introduces a unique flinching animation for characters launched by a meteor smash when their damage is 100% or more (known internally as '''DamageFlyMeteor'''), which overrides | Later ''Smash'' games add a few more flinching animations. From ''Brawl'' onward, characters hit by [[electric]] or [[paralysis|paralyzing]] attacks undergo a more realistic electrocution animation (known internally as '''DamageElec''') during [[hitlag]] or paralysis, respectively. In ''Smash 4'' and ''Ultimate'', hitting a character from behind with [[Shulk]]'s [[Back Slash]] causes them to use a single launch animation where they remain facing away, which is the same as the animation when bouncing off walls (known internally as '''WallDamage'''). In ''Ultimate'', this is used when a character is hit from behind by any attack that deals tumbling-level knockback, preventing them from turning around like in previous games; for lower knockback strengths, the standard flinching animations are used depending on the circumstance, except the character doesn't turn around until near the end of the animation. Additionally, ''Ultimate'' introduces a unique flinching animation for characters launched by a meteor smash when their damage is 100% or more (known internally as '''DamageFlyMeteor'''), which overrides the normal launch animations outside of reeling. | ||
To summarize, there are a total of 17 possible flinching animations in ''Smash 64'' and ''Melee'', 18 in ''Brawl'', 19 in ''Smash 4'', and 20 in ''Ultimate''. | To summarize, there are a total of 17 possible flinching animations in ''Smash 64'' and ''Melee'', 18 in ''Brawl'', 19 in ''Smash 4'', and 20 in ''Ultimate''. | ||
[[Category:Game physics]] | [[Category:Game physics]] |