Super Smash Bros. Ultimate: Difference between revisions

(→‎Characters: Added full names to help people who may not know to who it is referring.)
Tag: Mobile edit
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*While [[knockback]] itself might be unchanged, the physics of launch movement are different from all previous games - characters have a much higher initial speed and deceleration, resulting in being launched at very high speeds yet slowing down to nothing very quickly. This new knockback behavior is unofficially known as "balloon knockback" by the fanbase.
*While [[knockback]] itself might be unchanged, the physics of launch movement are different from all previous games - characters have a much higher initial speed and deceleration, resulting in being launched at very high speeds yet slowing down to nothing very quickly. This new knockback behavior is unofficially known as "balloon knockback" by the fanbase.
*[[Rage]] only becomes noticeable with damages of 120% or above, and its knockback increase has been toned down.
*[[Rage]] only becomes noticeable with damages of 120% or above, and its knockback increase has been toned down.
*[[Perfect shield]]s are performed in reverse: instead of pressing the shield button several frames before an attack connects, players have to ''release'' the shield button when an attack connects on their shield instead. This also causes the screen to pause briefly, with the fighter's eyes flashing to signify a perfect shield. This updated mechanic allows a perfect-shielding fighter to retaliate much faster against attacks, though it is currently unknown if it forces shields to take damage before a player can retaliate.
*[[Perfect shield]]s are performed in reverse: instead of pressing the shield button several frames before an attack connects, players have to ''release'' the shield button when an attack connects on their shield instead. This also causes the screen to pause briefly, with the fighter's eyes flashing to signify a perfect shield. This updated mechanic makes perfect shielding a much riskier tactic, but allows a perfect-shielding fighter to retaliate much faster against attacks when successful.
**It is currently unknown if this new method of perfect shielding forces shields to take damage before a player can retaliate.
*It now takes 11 frames to shield drop, making the game less defense-focused.<ref>https://www.reddit.com/r/smashbros/comments/8rgc3i/did_a_framebyframe_breakdown_of_the_invitational/?st=jii2wdxz&sh=4cc5fc06</ref>
*It now takes 11 frames to shield drop, making the game less defense-focused.<ref>https://www.reddit.com/r/smashbros/comments/8rgc3i/did_a_framebyframe_breakdown_of_the_invitational/?st=jii2wdxz&sh=4cc5fc06</ref>
*Hitting a [[shield]] now contributes to [[Stale-move negation|staling]].
*Hitting a [[shield]] now contributes to [[Stale-move negation|staling]].
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