Editing Flinch
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 15: | Line 15: | ||
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 the normal launch animations outside of reeling. | 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 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]] |