Talk:Giga Bowser Punch

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Revision as of 10:33, May 28, 2024 by Jordan P. (talk | contribs) (→‎A theory about the instant KO)
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Instant KO difference

Here's something I've discovered. While the punch instant KOs opponents if they're at 60% or higher, the weaker FS Meter version KOs at 80% or higher. Juju1995 (talk) 01:23, 30 January 2019 (EST)

A theory about the instant KO

With the Smash Ball, the Final Smash starts instantly KOing at 60%, but with the FS Meter, the Final Smash starts KOing at 80%. I think this has to do with coding: my theory is that the actual instant KO threshold is ≥100%, but unlike other instantly KOing Final Smashes, the game calculates the opponent's percentage after the punch, rather than before the punch; the theory is that one frame after the punch hits the opponent, the game calculates if the opponent's percentage is ≥100%, and if positive, regardless if they had <100% or ≥100% before being hit by the punch, the instant KO is triggered. Jordan P., the Sora main SoraHeadSSBUWebsite.png 01:32, May 28, 2024 (EDT)

Bowser's Final Smash has 2 parameters called dead_up_damage and dead_up_damage_final_charge. The former is 60 for Smash Ball the latter is 80 for FS Meter. When the opponent's damage reaches that value and is hit with the attack, they are insta KOd. There isn't a need to calculate what the resulting damage would be (which would be trivial since they do that for knockback). Can easily test this by setting their damage to 59% and enabling stale/fresh moves, causing the attack to do more than 40% and crossing the proposed 100% threshold but not insta KOing.
Off-topic, but the image in your signature is a mainspace image that isn't in Category:User images, and thus isn't allowed. If you want to use that image, you need to reupload a duplicate under a different name. --CanvasK (talk) 07:29, May 28, 2024 (EDT)
I never knew such a rule existed, which left me surprised. Jordan P., the Sora main 11:33, May 28, 2024 (EDT)