User:CanvasK/Sandbox: Difference between revisions

I think this could still use some work, but it should still be less ambiguous than before
m (Going to try and rewrite this later)
(I think this could still use some work, but it should still be less ambiguous than before)
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==Formula==
==Formula==
The formula for calculating the number of frames of hitlag experienced by both the attacker and victim has been different for most of the games:
The formula for calculating the number of frames of hitlag experienced by both the attacker and victim has been different for most of the games (the final result is rounded down):
*In ''[[Super Smash Bros. Melee]]'', it is <code>(d/3 + 3) * m</code>.
*In ''[[Super Smash Bros. Melee]]'', it is <code>(d/3 + 3) * e * c</code>
*In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', it is <code>(d * 0.3846154<!--it is stored as a 0.3846154 multiplier in battle_object.bin; it does not divide by 2.6--> + 4) * m</code>
*In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', it is <code>(d * 0.3846154<!--it is stored as a 0.3846154 multiplier in battle_object.bin; it does not divide by 2.6--> + 4) * e * c * h</code>
*In ''[[Super Smash Bros. Ultimate]]'', it is <code>(d * 0.65 + 6) * m</code>.
*In ''[[Super Smash Bros. Ultimate]]'', it is <code>(d * 0.65 * p + 6) * e * c * h</code>


For all these cases, the final result is rounded down. '''d''' is the amount of damage an attack would deal rounded down, while '''m''' is a series of multipliers based on certain factors, including:
The values correspond to the following:
*[[Electric]] effect (1.5× for the victim only in ''Melee'', and for both the attacker and victim in every other game)
*'''d''', the amount of damage an attack would deal rounded down
*[[Crouch cancel]]ing (0.666667× in ''Melee'' and 0.67× in ''Brawl'' onward, applied to the victim only in all games)
*'''e''', [[electric]] effect; 1.5× (for the victim only in ''Melee'', and for both the attacker and victim in every other game)
*In ''Melee'', the intermediate result is rounded down before applying the electric modifier and before applying the crouch cancel modifier. If both modifiers apply, the electric modifier is applied first.
*'''c''', [[crouch cancel]]ing; 0.666667× in ''Melee'' and 0.67× in ''Brawl'' onward (applied to the victim only in all games)
**Similarly in ''Ultimate'', the intermediate result isn't rounded down but gets rounded down after applying each modifier.
*'''h''', hitlag multiplier; defined by every hitbox and defaults to
*From ''Brawl'' onward, every [[hitbox]] has its own hitlag multiplier, with the default being . For example, the majority of [[Marth]]'s attacks have a hitlag multiplier of 1.25× if the [[tipper]] connects, and 0.7× otherwise. These multipliers apply to both the attacker and victim.
**For example, the majority of [[Marth]]'s attacks have a hitlag multiplier of 1.25× if the [[tipper]] connects, and 0.7× otherwise.
**In ''Brawl'' and ''Smash 4'' prior to version [[1.1.0]], [[shield]]ing opponents were not affected by these hitlag multipliers; therefore, moves with below-average multipliers were safer on shield, while those with above-average multipliers were less safe, as the attacker experienced less or more hitlag (respectively) than the shield user. Beginning in version 1.1.0 of ''Smash 4'', shields are properly affected by hitlag multipliers, therefore removing the difference in shield safety caused by them.
**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 ''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 ''Brawl'' and ''Smash 4'' prior to version [[1.1.0]], [[shield]]ing opponents were not affected by these hitlag multipliers; therefore, moves with below-average multipliers were safer on shield, while those with above-average multipliers were less safe, as the attacker experienced less or more hitlag (respectively) than the shield user. Beginning in version 1.1.0 of ''Smash 4'', shields are properly affected by hitlag multipliers, therefore removing the difference in shield safety caused by them.
*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 ''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 ''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 to about a third of its usual rate (0.65→~0.2‎), likely to prevent moves from dealing excessive hitlag due to damage increases.
*'''p''', based on player count:
*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:
:{|class="wikitable"
:{|class="wikitable"
!Players (''Ultimate'')!!Multiplier
!Players||style="width:4em"|2||style="width:4em"|3||style="width:4em"|4||style="width:4em"|5||style="width:4em"|6||style="width:4em"|7||style="width:4em"|8
|-
|2||1.0
|-
|3||0.925
|-
|-
|4||0.862
!''Ultimate''
|-
|1.0
|5||0.8116
|0.925
|-
|0.862
|6||0.77464
|0.8116
|-
|0.77464
|7||0.752464
|0.752464
|-
|0.75
|8||0.75
|}
|}
*In ''Melee'', the intermediate result is rounded down before applying the electric modifier and before applying the crouch cancel modifier. If both modifiers apply, the electric modifier is applied first.
**Similarly in ''Ultimate'', the intermediate result isn't rounded down but gets rounded down after applying each modifier.
*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.
*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 (10 frames when crouch cancelling) is reduced to about a third of its usual rate (0.65→~0.2), likely to prevent moves from dealing excessive hitlag due to damage increases.


As shown by the formulas, the general amount of hitlag on moves is at its lowest in ''Melee'', and has since increased throughout the series, with ''Ultimate'' having the most hitlag. In all games, hitlag is higher the more damage a move deals. For example, weak attacks such as [[Mario]]'s [[jab]] have minimal hitlag, but the hitlag of strong or {{b|sweetspot|hitbox}}ed attacks can last much longer; up to a maximum of 20 frames in ''Melee'', and 30 frames from ''Brawl'' onward. In addition, ''Brawl'' introduced the mechanic of hitlag modifiers, causing variance in the hitlag duration of attacks; this is in contrast to ''Melee'' and ''Smash 64'', where the duration of hitlag was predictable.
As shown by the formulas, the general amount of hitlag on moves is at its lowest in ''Melee'', and has since increased throughout the series, with ''Ultimate'' having the most hitlag. In all games, hitlag is higher the more damage a move deals. For example, weak attacks such as [[Mario]]'s [[jab]] have minimal hitlag, but the hitlag of strong or {{b|sweetspot|hitbox}}ed attacks can last much longer; up to a maximum of 20 frames in ''Melee'', and 30 frames from ''Brawl'' onward. In addition, ''Brawl'' introduced the mechanic of hitlag modifiers, causing variance in the hitlag duration of attacks; this is in contrast to ''Melee'' and ''Smash 64'', where the duration of hitlag was predictable.
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