Editing Knockback

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Each hitbox of a move has two knockback values: a '''base knockback''' and a '''knockback scaling''' (also known as '''knockback growth'''). Base knockback (officially referred to as '''undamaged launch distance''' in ''Ultimate'') is the minimum amount of knockback the attack can deliver under normal circumstances, and knockback scaling is a factor that controls how much the knockback increases as damage increases.
Each hitbox of a move has two knockback values: a '''base knockback''' and a '''knockback scaling''' (also known as '''knockback growth'''). Base knockback (officially referred to as '''undamaged launch distance''' in ''Ultimate'') is the minimum amount of knockback the attack can deliver under normal circumstances, and knockback scaling is a factor that controls how much the knockback increases as damage increases.


Moves with high base knockback can deal high knockback (such as performing a forward smash with the [[Home-Run Bat]]), even against fighters who haven't taken much damage, and tend to be more effective at KOing when fighters can easily be sent flying at low damage percentages (such as against lighter fighters, when near the edge of the stage, or when a fighter is [[handicap]]ped to sustain more knockback). They are also useful for positional advantages or to set up [[edgeguarding]], as victims can be sent a sufficient distance away from the stage regardless of percentage. Tiny-sized fighters are usually the most vulnerable to getting KO'd by high base knockback attacks, due to having reduced weight, and an increased knockback taken multiplier.
Moves with high base knockback can deal high knockback (such as performing a forward smash with the [[Home-Run Bat]]), even against fighters who haven't taken much damage, and tend to be more effective at KOing when fighters can easily be sent flying at low damage percentages (such as against lighter fighters, when near the edge of the stage, or when a fighter is [[handicap]]ped to sustain more knockback). Tiny-sized fighters are usually the most vulnerable to getting KO'd by high base knockback attacks, due to having reduced weight, and an increased knockback taken multiplier.


On the other hand, moves with high knockback scaling can reach KO potential more quickly (such as Luigi's forward smash), especially if they have a high damage output, and tend to be more effective at KOing when fighters need to take greater knockback than what a high base knockback attack can deliver on its own (such as against heavier fighters, when far away from a stage's blast line, or when a fighter is handicapped to sustain less knockback). Advanced techniques to extend survival, such as [[DI]] and [[momentum canceling]], are also less effective the stronger a move's knockback scaling is.
On the other hand, moves with high knockback scaling can reach KO potential more quickly (such as Luigi's forward smash), especially if they have a high damage output, and tend to be more effective at KOing when fighters need to take greater knockback than what a high base knockback attack can deliver on its own (such as against heavier fighters, when far away from a stage's blast line, or when a fighter is handicapped to sustain less knockback). Advanced techniques to extend survival, such as [[DI]] and [[momentum canceling]], are also less effective the stronger a move's knockback scaling is.

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