Ceiling glitch: Difference between revisions

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(→‎Explanation: attacker shield kb is on attacker, and the attacker has to be grounded)
Tag: Mobile edit
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==Explanation==
==Explanation==
When a grounded attack hits a character's [[shield]], the character takes a small amount of knockback (also known as [http://smashboards.com/threads/physics-input-etc-display-in-develop-mode.391956/ attacker shield knockback velocity]), applying space between them and the shielding character. On the ground, this knockback is negated quickly due to [[traction]]. However, [[air friction]] is applied incorrectly to that knockback. While a character in the air has attacker shield knockback speed, a constant amount of that speed is decreased each frame. If the remaining speed is less than the amount of reduction per frame, then the speed supposedly resets to 0 instead. However, due to an error in the game's code, the vertical component of the character's normal knockback speed is set to 0 instead, while that of attacker shield knockback velocity is unchanged. As a result, if a character hits a shield and is knocked back before the attacker shield knockback has depleted, the ceiling glitch activates, and the character's vertical knockback speed is negated on the frame the attacker shield knockback should run out.
When a grounded character hits a [[shield]] with an attack, the character takes a small amount of knockback (also known as [http://smashboards.com/threads/physics-input-etc-display-in-develop-mode.391956/ attacker shield knockback velocity]), applying space between them and the shielding character. On the ground, this knockback is negated quickly due to [[traction]]. However, [[air friction]] is applied incorrectly to that knockback. While a character in the air has attacker shield knockback speed, a constant amount of that speed is decreased each frame. If the remaining speed is less than the amount of reduction per frame, then the speed supposedly resets to 0 instead. However, due to an error in the game's code, the vertical component of the character's normal knockback speed is set to 0 instead, while that of attacker shield knockback velocity is unchanged. As a result, if a character hits a shield and is knocked back before the attacker shield knockback has depleted, the ceiling glitch activates, and the character's vertical knockback speed is negated on the frame the attacker shield knockback should run out.


==Extended Ceiling Glitch==
==Extended Ceiling Glitch==