Knockback: Difference between revisions

156 bytes added ,  1 month ago
Found "air_speed_up_limit" in params. I noticed it was harder to set up the vertical survival, as under extreme conditions it's just barely possible from the bottom of New Pork City, whereas it could be done on Smashville in Smash 4. This increase explains that.
(→‎Ultimate: I just found out this is actually WRONG and I am STUPID)
Tag: Manual revert
(Found "air_speed_up_limit" in params. I noticed it was harder to set up the vertical survival, as under extreme conditions it's just barely possible from the bottom of New Pork City, whereas it could be done on Smashville in Smash 4. This increase explains that.)
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==Trivia==
==Trivia==
*All games have a knockback cap of 2500 (or a launch speed of 75 units per frame), fast enough to move from the edge of Battlefield to the center in less than one frame. ''Smash 4'' and ''Ultimate'' have a knockback cap for vertical attacks; equal to a vertical launch speed of 10, or a little over 330 units of knockback vertically. Additionally, attacks that surpass a vertical launch speed of 4.7 when crossing the upper blast line will cause [[Star KO]]s and [[Screen KO]]s to not occur.
*All games have a knockback cap of 2500 (or a launch speed of 75 units per frame), fast enough to move from the edge of Battlefield to the center in less than one frame. ''Smash 4'' introduced a cap for vertical launch speed of 10, or a little over 330 units of knockback vertically straight up. Additionally, attacks that surpass a vertical launch speed of 4.7 when crossing the upper blast line will cause [[Star KO]]s and [[Screen KO]]s to not occur. In ''Ultimate'', the vertical launch speed cap was raised to 15, equivalent to 500 units of knockback.
**Because of this vertical knockback cap in ''Smash 4'', if a fighter were to have an incredibly high fall speed and gravity, it would be impossible to KO them off the upper blast line (unless using an item such as a [[Beetle]]), no matter how much knockback they were given. This can be accomplished under specific conditions in the unmodified game, via the use of customs and special smash. In ''Ultimate'', this is only possible by meteor smashing opponents off the ground, as fall speeds are set to 1.8 during hitstun for launch angles between 70° and 110°.
**Because of this vertical knockback cap in ''Smash 4'', if a fighter were to have an incredibly high fall speed and gravity, it would be impossible to KO them off the upper blast line (unless using an item such as a [[Beetle]]), no matter how much knockback they were given. This can be accomplished under specific conditions in the unmodified game, via the use of customs and special smash. In ''Ultimate'', this is only possible by meteor smashing opponents off the ground, as fall speeds are set to 1.8 during hitstun for launch angles between 70° and 110°, and requires an even more extreme setup due to the vertical launch speed cap being raised.
*According to [[Masahiro Sakurai]], the knockback speed up effect seen in ''Ultimate'' was planned to be implemented in previous ''Smash'' games, but ended up being scrapped because it was easy to lose track of characters' positions, especially in {{for3ds}}.
*According to [[Masahiro Sakurai]], the knockback speed up effect seen in ''Ultimate'' was planned to be implemented in previous ''Smash'' games, but ended up being scrapped because it was easy to lose track of characters' positions, especially in {{for3ds}}.
*Through hacking, the value of damage dealt in the knockback formula can be a negative number, in which case the game will run the calculation as normal, and as such knockback will decrease with percent if the damage is less than -2. Furthermore, a negative knockback value can be calculated, although this will simply result in zero knockback being dealt.
*Through hacking, the value of damage dealt in the knockback formula can be a negative number, in which case the game will run the calculation as normal, and as such knockback will decrease with percent if the damage is less than -2. Furthermore, a negative knockback value can be calculated, although this will simply result in zero knockback being dealt.