Freeze frame: Difference between revisions

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m (adding smash 4 calculation for hitlag)
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The hitlag formula in ''Smash 4'' is floor((d × 0.3846154<!--it is stored as a 0.3846154 multiplier in battle_object.bin; it does not divide by 2.6--> + 5) × m), d being damage a hitbox deals, and m being any multipliers, which include:
The hitlag formula in ''Smash 4'' is floor((d × 0.3846154<!--it is stored as a 0.3846154 multiplier in battle_object.bin; it does not divide by 2.6--> + 5) × m), d being damage a hitbox deals, and m being any multipliers, which include:
*A hitbox's hitlag multiplier (varies per move)
*A hitbox's hitlag multiplier (varies per move)
*Crouch cancelling modifier multiplier (×0.67)
*[[Crouch cancel]]ling modifier multiplier (×0.67)
*Electric effect hitlag modifier (×1.5)
*Electric effect hitlag modifier (×1.5)


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