Editing Knockback
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**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°. | ||
*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}}. | ||
==References== | ==References== |