Editing Swimming
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==Mechanics== | ==Mechanics== | ||
{{Technical data|Swimming speed and acceleration for Brawl.}} | |||
[[File:Swimming SSBB.jpg|thumb|{{SSBB|Donkey Kong}} and {{SSBB|Wario}} drowning in ''Brawl'']] | [[File:Swimming SSBB.jpg|thumb|{{SSBB|Donkey Kong}} and {{SSBB|Wario}} drowning in ''Brawl'']] | ||
The time for which players can continue to swim is determined by how much damage has been received: the more damage accumulated, the less time the character can stay afloat before drowning. Drowning causes the character to sink through the water while immobile and be [[KO]]'d. It cannot be stopped once started. All characters have the same base swim time and can drown, regardless of swimming ability or underwater survivability in their own games. All characters also swim at the same speed. | The time for which players can continue to swim is determined by how much damage has been received: the more damage accumulated, the less time the character can stay afloat before drowning. Drowning causes the character to sink through the water while immobile and be [[KO]]'d. It cannot be stopped once started. All characters have the same base swim time and can drown, regardless of swimming ability or underwater survivability in their own games. All characters also swim at the same speed. | ||
Upon entering the water, fighters retain their current momentum, but their [[gravity]] is replaced with buoyancy which accelerates them upwards instead. In ''Brawl'' and ''Smash 4'', buoyancy is equal to 0.08 [[distance unit|units]]/frame² up to a maximum upward speed of 1 units/frame. ''Ultimate'' increased the speed of water physics, with buoyancy now being 0.1 units/frame² up to a maximum upward speed of 3 units/frame. Once the fighter reaches the water's surface, they enter the swimming state. Characters can swim for a maximum of four seconds, after which they can remain afloat floundering for an additional 2.5 seconds, when they will enter a "panicking" animation. The 4-second clock is shorter for higher-damaged characters, at a rate of 1 second for each 24% damage. As a result, characters at 96% damage or higher will enter the flailing state immediately upon surfacing. The swim time in the SSE can be increased by using [[sticker]]s. In ''Ultimate'', equipping any Spirit with the "Swimmer" ability sets swim time to infinite, allowing characters to stay in water for as long as they like. In | Upon entering the water, fighters retain their current momentum, but their [[gravity]] is replaced with buoyancy which accelerates them upwards instead. In ''Brawl'' and ''Smash 4'', buoyancy is equal to 0.08 [[distance unit|units]]/frame² up to a maximum upward speed of 1 units/frame. ''Ultimate'' increased the speed of water physics, with buoyancy now being 0.1 units/frame² up to a maximum upward speed of 3 units/frame. Once the fighter reaches the water's surface, they enter the swimming state. Characters can swim for a maximum of four seconds, after which they can remain afloat floundering for an additional 2.5 seconds, when they will enter a "panicking" animation. The 4-second clock is shorter for higher-damaged characters, at a rate of 1 second for each 24% damage. As a result, characters at 96% damage or higher will enter the flailing state immediately upon surfacing. The swim time in the SSE can be increased by using [[sticker]]s. In ''Ultimate'', equipping any Spirit with the "Swimmer" ability sets swim time to infinite, allowing characters to stay in water for as long as they like. In ''Smash 4'' and ''Ultimate'', all characters have a max swim speed of 0.6 units/frame, and a swim acceleration of 0.05 units/frame². | ||
Apart from moving, characters can only jump when swimming, which mostly acts as their ground jump. In ''Ultimate'', each time a player jumps and lands back in the water, the jump force of their next jump is multiplied by 0.91×; this happens a maximum of 4 times for an overall jump force multiplier of ≈0.686×, at which point their jump force will stop decaying. Their jump force will not return to normal until they land on solid ground. Swim times are only reset by landing on dry land; simply jumping out of the water momentarily will not give the player any extra time (although it will stall the amount of time). However, it does reset it to the "panic" stage. The player can continue jumping out of and back into the water infinitely and never drown, provided they don't wait over the normal panic limit. Even characters at very high damage have 2.5 seconds before drowning to jump, making it difficult to forcibly drown an opponent. | Apart from moving, characters can only jump when swimming, which mostly acts as their ground jump. In ''Ultimate'', each time a player jumps and lands back in the water, the jump force of their next jump is multiplied by 0.91×; this happens a maximum of 4 times for an overall jump force multiplier of ≈0.686×, at which point their jump force will stop decaying. Their jump force will not return to normal until they land on solid ground. Swim times are only reset by landing on dry land; simply jumping out of the water momentarily will not give the player any extra time (although it will stall the amount of time). However, it does reset it to the "panic" stage. The player can continue jumping out of and back into the water infinitely and never drown, provided they don't wait over the normal panic limit. Even characters at very high damage have 2.5 seconds before drowning to jump, making it difficult to forcibly drown an opponent. | ||
Interestingly, swimming times are unaffected by transformations; a [[Metal Box|metal character]] can swim just as long as a normal character. That said, a metal character will sink further before surfacing (This trick is used once in the [[Subspace Emissary]] in [[The Glacial Peak|a secret room]]) | Interestingly, swimming times are unaffected by transformations; a [[Metal Box|metal character]] can swim just as long as a normal character. That said, a metal character will sink further before surfacing. (This trick is used once in the [[Subspace Emissary]] in [[The Glacial Peak|a secret room]].) In ''Ultimate'', certain characters with a weakness to water will take a small amount of damage (about 0.3% per 20 frames, stopping at 300%) while swimming. This includes {{SSBU|Charizard}}, {{SSBU|Sonic}}, {{SSBU|Inkling}}, and {{SSBU|Incineroar}}. This, too, will not affect swimming time though. | ||
Some stages, such as [[Delfino Plaza]], contain areas of shallow water. If a character is tall enough to stand in this water, they will move normally when they enter it. They cannot swim or drown, and they will not take damage from the water. If the character is too short to stand, they will swim. A character’s ability to stand in shallow water is determined when they enter the water. It is also affected by size changes, such as those triggered by certain items. If a character changes size while swimming or standing in shallow water, they will continue to swim or stand respectively until they leave and re-enter the water. | Some stages, such as [[Delfino Plaza]], contain areas of shallow water. If a character is tall enough to stand in this water, they will move normally when they enter it. They cannot swim or drown, and they will not take damage from the water. If the character is too short to stand, they will swim. A character’s ability to stand in shallow water is determined when they enter the water. It is also affected by size changes, such as those triggered by certain items. If a character changes size while swimming or standing in shallow water, they will continue to swim or stand respectively until they leave and re-enter the water. | ||