Gravity: Difference between revisions

168 bytes removed ,  7 years ago
this rewrite attempt was misleading at best, saying "speed and distance are raised even though knockback isn't" - they're the same thing
(After some analysis, I came to these axioms and conclusions, and I suppose this explains some other things as well.)
(this rewrite attempt was misleading at best, saying "speed and distance are raised even though knockback isn't" - they're the same thing)
Line 2: Line 2:
'''Gravity''' is a measure of how fast a falling [[character]] reaches their maximum [[falling speed]]. A character with high gravity does not necessarily have a fast falling speed; they simply reach their top falling speed faster.
'''Gravity''' is a measure of how fast a falling [[character]] reaches their maximum [[falling speed]]. A character with high gravity does not necessarily have a fast falling speed; they simply reach their top falling speed faster.


Unlike ''[[Melee]]'', in ''[[Brawl]]'' and ''[[Smash 4]]'', gravity is applied to the knockback formula by increasing the speed at which characters suffer knockback when the character starts to [[tumble]] or reel, with higher-gravity characters covering more distance at a higher speed, whereas knockback is unaffected. Since a fighter's air friction only takes affect after the hitstun ends, this results in it taking slightly longer for fighters with higher gravity to be slowed down by their air friction. As a result, fighters with a higher gravity stat tend to have poorer endurance, due to the higher gravity resulting in a longer travel distance at a higher speed, and thus making a character get KO'd easier, even if there is no visible cue of it (such as a "deadly blow" effect in ''Smash 4''). Depending on the character, it also takes effect on how difficult is the character to [[combo]], with characters with higher gravity being easier to combo. All of these factors help keeping characters with low weight but high gravity (most notably [[Fox]]) from having disproportionally high vertical endurance, and normalizes the effect of multi-hit moves on them, though it also hinders their poor horizontal endurance even further.
In ''[[Brawl]]'' and ''[[SSB4]]'', the vertical [[knockback]] suffered by characters is based on both their [[weight]] and their gravity, with higher-gravity characters taking more knockback; horizontal knockback is unaffected. This reduces the natural effect of gravity on launch distance, keeping characters with low weight but high gravity (most notably [[Fox]]) from having disproportionally high vertical endurance. Despite horizontal knockback being unaffected, fighters with higher gravity tend to have poorer horizontal endurance, due to the gravity compensation resulting in slightly higher hitstun. Since a character's air friction only takes affect after the hitstun ends, this results in it taking slightly longer for fighters with higher gravity to be slowed down by their air friction, thus resulting in them dying earlier. It also affects how difficult the character is to [[combo]] - by applying slightly more knockback to characters that more quickly fall into the next attack, it slightly normalizes the effect of setup and multi-hit moves on the cast.


Gravity also affects how high a character is able to [[jump]]; two characters with the same jump force will not jump the same height if they have different gravity.
Gravity also affects how high a character is able to [[jump]]; two characters with the same jump force will not jump the same height if they have different gravity.