Editing Knockback

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The knockback of almost every attack works in tandem with the target's [[damage]] - it increases as the target's damage gets higher. It is also affected by the target's [[weight]], [[gravity]], and a few other conditions (such as [[type effectiveness]]). While not the primary factor, the damage dealt by an attack is a significant factor in how much knockback it deals - this is the reason [[stale move negation|stale moves]] have less knockback than fresh ones, and the reason [[smash attack]]s deal significantly more knockback when fully [[charge]]d.
The knockback of almost every attack works in tandem with the target's [[damage]] - it increases as the target's damage gets higher. It is also affected by the target's [[weight]], [[gravity]], and a few other conditions (such as [[type effectiveness]]). While not the primary factor, the damage dealt by an attack is a significant factor in how much knockback it deals - this is the reason [[stale move negation|stale moves]] have less knockback than fresh ones, and the reason [[smash attack]]s deal significantly more knockback when fully [[charge]]d.


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 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). 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.

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