Editing Pac-Jump
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**Pac-Jump is also the only special move and one of five moves to originate from a series other than the user's, with the others being Mr. Game & Watch's two forward airs, which originate from {{uv|Mario}}; Mr. Game & Watch's down air which originates from {{uv|Donkey Kong}}; and Sonic's jab which originates from {{uv|Virtua Fighter}}.<ref>https://sourcegaming.info/2016/07/24/sonic-the-hedgehog-joins-the-battle/</ref> | **Pac-Jump is also the only special move and one of five moves to originate from a series other than the user's, with the others being Mr. Game & Watch's two forward airs, which originate from {{uv|Mario}}; Mr. Game & Watch's down air which originates from {{uv|Donkey Kong}}; and Sonic's jab which originates from {{uv|Virtua Fighter}}.<ref>https://sourcegaming.info/2016/07/24/sonic-the-hedgehog-joins-the-battle/</ref> | ||
*Fighters made helpless by Pac-Man's trampoline will always sustain 29 frames of landing lag upon landing. This is because this is the default crash landing lag used by the game if the duration is not specified by a parameter attached to a special move that causes helplessness. As such, fighters will usually sustain more or less landing lag when crash landing from the trampoline than from one of their own special moves, with the animations being sped up or slowed down accordingly.<ref> [https://youtu.be/wzVT7w9JB04 Can Guile MISINPUT Flash Kick? -- Random Smash Ultimate Facts]</ref> | *Fighters made helpless by Pac-Man's trampoline will always sustain 29 frames of landing lag upon landing. This is because this is the default crash landing lag used by the game if the duration is not specified by a parameter attached to a special move that causes helplessness. As such, fighters will usually sustain more or less landing lag when crash landing from the trampoline than from one of their own special moves, with the animations being sped up or slowed down accordingly.<ref> [https://youtu.be/wzVT7w9JB04 Can Guile MISINPUT Flash Kick? -- Random Smash Ultimate Facts]</ref> | ||
**Because of this, Pac-Man will have 1 less | **Because of this, Pac-Man will have 1 frame less landing lag when crash landing from another Pac-Man's trampoline than from his own. | ||
**The only exception to this rule is {{SSBU|Mythra}}, who sustains 18 frames of landing lag instead. This is due to the developers applying a [[frame speed multiplier]] of 0.6× to her freefall landing animation via [https://rubendal.github.io/ssbu/#/Character/Mythra attack scripts], reducing its duration from the default 29 frames to {{Rollover|18 frames|1+17/0.6 ≈ 29.3 making 1+17 the minimum duration to reach the end of the animation|y}}. | **The only exception to this rule is {{SSBU|Mythra}}, who sustains 18 frames of landing lag instead. This is due to the developers applying a [[frame speed multiplier]] of 0.6× to her freefall landing animation via [https://rubendal.github.io/ssbu/#/Character/Mythra attack scripts], reducing its duration from the default 29 frames to {{Rollover|18 frames|1+17/0.6 ≈ 29.3 making 1+17 the minimum duration to reach the end of the animation|y}}. | ||
*It is possible for Pac-Jump to cause two players to become helpless simultaneously.<ref>[https://www.youtube.com/watch?v=rqnW2yTowDU&t=403 REPLAY HUT 18]</ref> | *It is possible for Pac-Jump to cause two players to become helpless simultaneously.<ref>[https://www.youtube.com/watch?v=rqnW2yTowDU&t=403 REPLAY HUT 18]</ref> | ||