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Tag: Mobile edit |
Omega Tyrant (talk | contribs) m (Undid edit by 70.106.179.100: Only a single normal character does so in Smash 4 and Ult, so it's really not that notable) Tag: Undo |
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:''Not to be confused with [[gravity]].'' | :''Not to be confused with [[gravity]].'' | ||
[[File:SSBUWebsitePiranhaPlant4.jpg|thumb | [[File:SSBUWebsitePiranhaPlant4.jpg|thumb|300px|{{SSBU|Piranha Plant}} falling in ''Ultimate''.]] | ||
'''Falling speed''' is the rate at which a character can move downward in mid-air. A character's falling speed can greatly impact the fighting style - for instance, [[Fox]], a fast-faller, uses his aerial speed to perform attacks out of a short hop and fast fall very quickly afterwards, whereas [[Jigglypuff]], a floaty character, uses its low falling speed to attack multiple times in mid-air. | '''Falling speed''' is the rate at which a character can move downward in mid-air. A character's falling speed can greatly impact the fighting style - for instance, [[Fox]], a fast-faller, uses his aerial speed to perform attacks out of a short hop and fast fall very quickly afterwards, whereas [[Jigglypuff]], a floaty character, uses its low falling speed to attack multiple times in mid-air. Falling speed is measured in [[unit]]s per [[frame]]. | ||
While falling speed's main effect is determining how quickly a character can drop downwards, it also affects the physics of [[knockback]]. After a character is launched, their [[gravity]] still applies, slowing their vertical ascent until the reduction equals their falling speed; as a result, characters with higher falling speed have their vertical knockback reduced for longer, improving their vertical endurance while also hampering their ability to recover from horizontal blows. However, [[weight]] is still the main factor in how much knockback is sustained in the first place, and the two factors are independent - a fast-falling character is not necessarily heavy, and vice versa. Samus and Fox are notable examples of this. | While falling speed's main effect is determining how quickly a character can drop downwards, it also affects the physics of [[knockback]]. After a character is launched, their [[gravity]] still applies, slowing their vertical ascent until the reduction equals their falling speed; as a result, characters with higher falling speed have their vertical knockback reduced for longer, improving their vertical endurance while also hampering their ability to recover from horizontal blows. However, [[weight]] is still the main factor in how much knockback is sustained in the first place, and the two factors are independent - a fast-falling character is not necessarily heavy, and vice versa. Samus and Fox are notable examples of this. | ||
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|{{CharHead|Roy|SSBM}} | |{{CharHead|Roy|SSBM}} | ||
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|'''N/A'''||{{Head|Giga Bowser|g=SSBM|s=16px}} [[Giga Bowser]]||2.4 | |||
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|'''6'''||{{CharHead|Marth|SSBM}}||2.2 | |'''6'''||{{CharHead|Marth|SSBM}}||2.2 | ||
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|'''10'''||{{CharHead|Ganondorf|SSBM}}||2 | |'''10'''||{{CharHead|Ganondorf|SSBM}}||2 | ||
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|'''N/A'''||{{Head|FightingWireFrames|g=SSBM|s=16px}} [[Fighting Wire Frame]] (Male)||2 | |||
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|'''11'''||{{CharHead|Yoshi|SSBM}}||1.93 | |'''11'''||{{CharHead|Yoshi|SSBM}}||1.93 | ||
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|'''15'''||{{CharHead|Ness|SSBM}}||1.83 | |'''15'''||{{CharHead|Ness|SSBM}}||1.83 | ||
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|'''N/A'''||{{Head|FightingWireFrames|g=SSBM|s=16px}} [[Fighting Wire Frame]] (Female)||1.8 | |||
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|rowspan=3|'''16-18'''||{{CharHead|Mario|SSBM}}||rowspan=3|1.7 | |rowspan=3|'''16-18'''||{{CharHead|Mario|SSBM}}||rowspan=3|1.7 | ||
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|{{CharHead|Ice Climbers|SSBM}} | |{{CharHead|Ice Climbers|SSBM}} | ||
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|'''N/A'''||{{Head|Sandbag|g=SSBM|s=16px}} [[Sandbag]]||1.6 | |||
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|rowspan=2|'''22-23'''||{{CharHead|Peach|SSBM}}||rowspan=2|1.5 | |rowspan=2|'''22-23'''||{{CharHead|Peach|SSBM}}||rowspan=2|1.5 | ||
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*[[Fast-falling]] | *[[Fast-falling]] | ||
*[[Weight]] | *[[Weight]] | ||
*[[Gravity]] | |||
[[Category:Game physics]] | [[Category:Game physics]] | ||
[[Category:Character attributes]] | [[Category:Character attributes]] |