Hitlag: Difference between revisions

1 byte added ,  3 years ago
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→‎Formula: I think I see the wording confusion. You are talking of the rate (0.65) and I'm talking about the value (frames). I think this way is better for readers because if someone already knows the normal value, they can take off a third. The other wording would require them to know and redo the calculation
m (1/3rd of 27 is 9. If it is reduced *to* a third then that would be the result. The tests come out to 18, which is 27 reduced *by* a third (27-9=18))
Tag: Mobile edit
m (→‎Formula: I think I see the wording confusion. You are talking of the rate (0.65) and I'm talking about the value (frames). I think this way is better for readers because if someone already knows the normal value, they can take off a third. The other wording would require them to know and redo the calculation)
Tag: Mobile edit
Line 27: Line 27:
***In ''Smash 4'', starting in version 1.1.0, if the hitlag multiplier of a move is higher than 1×, it is multiplied by 0.8× if it hits a shield, though without dropping below 1×. For example, the 1.25× hitlag multiplier of Marth's tippers is reduced to 1× if they are shielded. This applies only to the attacker in 1.1.0, and to both the attacker and victim from [[1.1.1]] onward. As a result, in the former case, moves with above-average hitlag are effectively safer on shield, while in the latter case, shielding them merely reduces the usual hitlag period.
***In ''Smash 4'', starting in version 1.1.0, if the hitlag multiplier of a move is higher than 1×, it is multiplied by 0.8× if it hits a shield, though without dropping below 1×. For example, the 1.25× hitlag multiplier of Marth's tippers is reduced to 1× if they are shielded. This applies only to the attacker in 1.1.0, and to both the attacker and victim from [[1.1.1]] onward. As a result, in the former case, moves with above-average hitlag are effectively safer on shield, while in the latter case, shielding them merely reduces the usual hitlag period.
*Some moves are coded to deal no hitlag at all, either by being given a hitlag multiplier of 0×, or using a special parameter that disables hitlag when turned on. Examples of such moves are [[Bowser Bomb]] in ''Brawl'' and {{SSB4|Falco}}'s {{b|Reflector|Falco}} in ''Smash 4''.
*Some moves are coded to deal no hitlag at all, either by being given a hitlag multiplier of 0×, or using a special parameter that disables hitlag when turned on. Examples of such moves are [[Bowser Bomb]] in ''Brawl'' and {{SSB4|Falco}}'s {{b|Reflector|Falco}} in ''Smash 4''.
*In ''Ultimate'', if [[Spirit]]s are turned on in the [[Rules]], regardless of if any spirits are used in the match, hitlag growth beyond 15 frames is reduced by about a third of its usual rate, likely to prevent moves from dealing excessive hitlag due to damage increases.
*In ''Ultimate'', if [[Spirit]]s are turned on in the [[Rules]], regardless of if any spirits are used in the match, hitlag growth beyond 15 frames is reduced by about a third of its usual value, likely to prevent moves from dealing excessive hitlag due to damage increases.
*In ''Ultimate'', if a move is shielded, hitlag is multiplied by 0.67× for both the attacker and victim, and the move's hitlag multiplier is ignored if it is lower than 1×. This is especially noticeable for moves such as {{SSBU|Cloud}}'s [[Limit Break|Limit]] [[Cross Slash]], which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield. Additionally, in battles with more than two players, there is another multiplier that reduces all hitlag proportionally to the amount of players:
*In ''Ultimate'', if a move is shielded, hitlag is multiplied by 0.67× for both the attacker and victim, and the move's hitlag multiplier is ignored if it is lower than 1×. This is especially noticeable for moves such as {{SSBU|Cloud}}'s [[Limit Break|Limit]] [[Cross Slash]], which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield. Additionally, in battles with more than two players, there is another multiplier that reduces all hitlag proportionally to the amount of players:
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