Editing Knockback
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In ''[[Melee]]'', the highest knockback delivered and received by each character is given in a match's [[results screen]], labeled as "Fastest Pitch" and "Top Speed" respectively, though the numbers lack meaning. In ''[[Brawl]]'', the velocity applied (in units per 1000 frames) is provided instead of the knockback value (though it's simply knockback divided by 0.03). The unit is given as "mph"; while this would presumably mean "miles per hour", this is obviously not the case, as a 1,000 mph hit would barely send characters anywhere. In {{for3ds}}, knockback units are again shown without a meaning, while in {{forwiiu}}, they are measured in "mph" as in ''Brawl'', though in a lower scale. Strangely enough, knockback for a same move between the two games is actually shown in different scales: {{SSB4|Ganondorf}}'s [[Warlock Punch]], for instance, scores 102 units of knockback against {{SSB4|Mario}} at 0% damage (without other modifiers) in ''Smash 3DS'', while scoring 53 mph under the same conditions in ''Smash U''. Despite these differences among games, they all internally use the same knockback measurement units in accordance to the knockback formula, as evidenced by moves with unchanged damage and knockback values throughout them (such as [[Jigglypuff]]'s [[back throw]] from ''Melee'' to ''Smash 4'') keeping their knockback identical. | In ''[[Melee]]'', the highest knockback delivered and received by each character is given in a match's [[results screen]], labeled as "Fastest Pitch" and "Top Speed" respectively, though the numbers lack meaning. In ''[[Brawl]]'', the velocity applied (in units per 1000 frames) is provided instead of the knockback value (though it's simply knockback divided by 0.03). The unit is given as "mph"; while this would presumably mean "miles per hour", this is obviously not the case, as a 1,000 mph hit would barely send characters anywhere. In {{for3ds}}, knockback units are again shown without a meaning, while in {{forwiiu}}, they are measured in "mph" as in ''Brawl'', though in a lower scale. Strangely enough, knockback for a same move between the two games is actually shown in different scales: {{SSB4|Ganondorf}}'s [[Warlock Punch]], for instance, scores 102 units of knockback against {{SSB4|Mario}} at 0% damage (without other modifiers) in ''Smash 3DS'', while scoring 53 mph under the same conditions in ''Smash U''. Despite these differences among games, they all internally use the same knockback measurement units in accordance to the knockback formula, as evidenced by moves with unchanged damage and knockback values throughout them (such as [[Jigglypuff]]'s [[back throw]] from ''Melee'' to ''Smash 4'') keeping their knockback identical. | ||
In ''[[Super Smash Bros. Ultimate]]'', when [[hitstun]] exceeds 32 frames, the process of the character getting launched is sped up for a duration proportional to the hitstun inflicted. This is especially noticeable near KO percentages, where characters fly away very quickly, then come to a stop almost immediately, effectively causing the launch to execute much faster. The effect is also more noticeable for moves which have high hitstun modifiers, such as Isabelle's neutral attack, which can even trigger the effect before the knockback is strong enough to cause tumbling. Because of this change, the hitstun they experience scales much more slowly at higher knockback values. According to director [[Masahiro Sakurai]], this change was implemented to increase the overall speed of the game, by reducing the time during which launched characters are incapacitated.<ref>https://www.sourcegaming.info/2018/06/20/smash-is-special-part-1-sakurais-famitsu-column-vol-557/</ref> The visual and mechanical differences this effect causes on knockback are notorious enough that it is often dubbed "balloon knockback" by the community, as it has similar physics to hitting a balloon in real life. Moves with [[set knockback]] retain traditional knockback physics. | In ''[[Super Smash Bros. Ultimate]]'', when [[hitstun]] exceeds 32 frames, the process of the character getting launched is sped up for a duration proportional to the hitstun inflicted. This is especially noticeable near KO percentages, where characters fly away very quickly, then come to a stop almost immediately, effectively causing the launch to execute much faster. The effect is also more noticeable for moves which have high hitstun modifiers, such as Isabelle's neutral attack, which can even trigger the effect before the knockback is strong enough to cause tumbling. Because of this change, the hitstun they experience scales much more slowly at higher knockback values. According to director [[Masahiro Sakurai]], this change was implemented to increase the overall speed of the game, by reducing the time during which launched characters are incapacitated.<ref>https://www.sourcegaming.info/2018/06/20/smash-is-special-part-1-sakurais-famitsu-column-vol-557/</ref> The visual and mechanical differences this effect causes on knockback are notorious enough that it is often dubbed "balloon knockback" by the community, as it has similar physics to hitting a balloon in real life. Moves with [[set knockback]] retain traditional knockback physics. | ||
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==Trivia== | ==Trivia== | ||