Editing Distance unit
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==Applications== | ==Applications== | ||
Hitboxes and hurtboxes use units to define their position and size. The majority of character attributes are measured in "units per [[frame]]", such as [[jump]] force, [[walk]] speed, [[run]] speed, [[air speed]], [[falling speed]], and so on. Accelerative stats such as [[air acceleration]] and [[gravity]] measure in units/frame², and frictional stats such as [[traction]] and [[air friction]] use negative units/frame². Very few attributes use a different system, such as [[weight]]. | Hitboxes and hurtboxes use units to define their position and size. The majority of character attributes are measured in "units per [[frame]]", such as [[jump]] force, [[walk]] speed, [[run]] speed, [[air speed]], [[falling speed]], and so on. Accelerative stats such as [[air acceleration]] and [[gravity]] measure in units/frame², and frictional stats such as [[traction]] and [[air friction]] use negative units/frame², negative in this context meaning a multiplier of less than 1. Very few attributes use a different system, such as [[weight]]. | ||
''Super Smash Bros. Melee'' introduced the concept of [[glancing blow]]s. A glancing blow is activated when a hitbox and an opponent's hurtbox overlaps by 0.01 units or less. Later games, beginning with ''[[Super Smash Bros. Brawl]]'', widen this range to 0.1 units. | ''Super Smash Bros. Melee'' introduced the concept of [[glancing blow]]s. A glancing blow is activated when a hitbox and an opponent's hurtbox overlaps by 0.01 units or less. Later games, beginning with ''[[Super Smash Bros. Brawl]]'', widen this range to 0.1 units. | ||