Editing Talk:Knockback
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== Knockback exponential by nature? == | == Knockback exponential by nature? == | ||
I think we've all suspected it for a while now, that knockback (and by extension, units) are by nature exponential, in the sense that a known increase in knockback value seems to have a greater effect at higher knockback values, but I think I might have proof of this. I was wondering exactly how much stronger Jigglypuff's sweetspotted back air in SSB4 was, as it has the same KBG, damage and angle, but +30 base knockback. I tested it using a stage I created with multiple springs spaced evenly apart right next to each other, and I discovered something strange. At 0%, the +30 units of knockback made little difference, about half a large spring length of extra distance, but at higher percents, it made a difference of over 2 large spring lengths, despite the fact that it was still an increase of just 30 units of knockback. It would appear by this that 30 units of knockback makes more of a difference when the knockback was high to begin with, when you would expect it to be the other way around (e.g the difference between 1 lion and 10 lions is a much bigger difference than 101 lions and 110 lions). Any chance someone could look into this? [[User:Alex | I think we've all suspected it for a while now, that knockback (and by extension, units) are by nature exponential, in the sense that a known increase in knockback value seems to have a greater effect at higher knockback values, but I think I might have proof of this. I was wondering exactly how much stronger Jigglypuff's sweetspotted back air in SSB4 was, as it has the same KBG, damage and angle, but +30 base knockback. I tested it using a stage I created with multiple springs spaced evenly apart right next to each other, and I discovered something strange. At 0%, the +30 units of knockback made little difference, about half a large spring length of extra distance, but at higher percents, it made a difference of over 2 large spring lengths, despite the fact that it was still an increase of just 30 units of knockback. It would appear by this that 30 units of knockback makes more of a difference when the knockback was high to begin with, when you would expect it to be the other way around (e.g the difference between 1 lion and 10 lions is a much bigger difference than 101 lions and 110 lions). Any chance someone could look into this? [[User:Alex Parpotta|Alex Parpotta]] ([[User talk:Alex Parpotta|talk]]) 09:09, 13 May 2017 (EDT) | ||
:You're comparing initial velocity (knockback dealt) to distance travelled (spring reached). The [https://physics.stackexchange.com/questions/3818/stopping-distance-frictionless formula] for this conversion is <code>d = (v^2)/2a</code>. Because the initial velocity is squared, a linear increase makes a quadratic result. I wouldn't call this too much of a surprise. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Hammer 10:16, 13 May 2017 (EDT) | :You're comparing initial velocity (knockback dealt) to distance travelled (spring reached). The [https://physics.stackexchange.com/questions/3818/stopping-distance-frictionless formula] for this conversion is <code>d = (v^2)/2a</code>. Because the initial velocity is squared, a linear increase makes a quadratic result. I wouldn't call this too much of a surprise. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Hammer 10:16, 13 May 2017 (EDT) | ||
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I have a gif that proves knockback stacking is present in SSB4. [[File:knockbackstacking.gif|right]] | I have a gif that proves knockback stacking is present in SSB4. [[File:knockbackstacking.gif|right]] | ||
If you look at the gif, you will see Kirby land fully charged hammer flip on Bowser, and immediately afterwards, Bowser is hit by the Yellow Devil. Both hitboxes use the sakurai angle, in opposite directions but the angle bowser is sent at is niether sakurai angle direction. Since Kirby's attack dealt more knockback, the resultant angle is determined more by his attack than Yellow Devil's, hence why Bowser is not sent straight upwards. This proves that we were wrong about knockback stacking not being present in SSB4. [[User:Alex | If you look at the gif, you will see Kirby land fully charged hammer flip on Bowser, and immediately afterwards, Bowser is hit by the Yellow Devil. Both hitboxes use the sakurai angle, in opposite directions but the angle bowser is sent at is niether sakurai angle direction. Since Kirby's attack dealt more knockback, the resultant angle is determined more by his attack than Yellow Devil's, hence why Bowser is not sent straight upwards. This proves that we were wrong about knockback stacking not being present in SSB4. [[User:Alex Parpotta|Alex Parpotta]] ([[User talk:Alex Parpotta|talk]]) 15:21, 25 May 2017 (EDT) | ||
:So this is something I'd been meaning to address (sorry, I'm a terrible procrastinator). I'm not sure why this was ever in dispute; I guess people who only ever play 1v1 may not notice, but if you play a lot of free-for-alls and such, every so often you'll see really obvious angle merging. I've got a clearer example I can upload in a bit if people need more convincing. [[File:Zyrac sig.png]] <font face="Lucida Console">[[User:Zyrac|<font color="green">'''Zyrac'''</font>]]<small>([[User talk:Zyrac|<font color="green">talk</font>]]•[[Special:Contributions/Zyrac|<font color="green">contribs</font>]])</small></font> 16:01, 25 May 2017 (EDT) | :So this is something I'd been meaning to address (sorry, I'm a terrible procrastinator). I'm not sure why this was ever in dispute; I guess people who only ever play 1v1 may not notice, but if you play a lot of free-for-alls and such, every so often you'll see really obvious angle merging. I've got a clearer example I can upload in a bit if people need more convincing. [[File:Zyrac sig.png]] <font face="Lucida Console">[[User:Zyrac|<font color="green">'''Zyrac'''</font>]]<small>([[User talk:Zyrac|<font color="green">talk</font>]]•[[Special:Contributions/Zyrac|<font color="green">contribs</font>]])</small></font> 16:01, 25 May 2017 (EDT) | ||
For the sake of bumping this, [http://imgur.com/dDk9vrD here]. Sure looks like a merge to me. I'm just not sure what to write on the page, since I don't really know the details of how it works. [[File:Zyrac sig.png]] <font face="Lucida Console">[[User:Zyrac|<font color="green">'''Zyrac'''</font>]]<small>([[User talk:Zyrac|<font color="green">talk</font>]]•[[Special:Contributions/Zyrac|<font color="green">contribs</font>]])</small></font> 16:28, 2 June 2017 (EDT) | For the sake of bumping this, [http://imgur.com/dDk9vrD here]. Sure looks like a merge to me. I'm just not sure what to write on the page, since I don't really know the details of how it works. [[File:Zyrac sig.png]] <font face="Lucida Console">[[User:Zyrac|<font color="green">'''Zyrac'''</font>]]<small>([[User talk:Zyrac|<font color="green">talk</font>]]•[[Special:Contributions/Zyrac|<font color="green">contribs</font>]])</small></font> 16:28, 2 June 2017 (EDT) | ||