Gravity: Difference between revisions

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(this rewrite attempt was misleading at best, saying "speed and distance are raised even though knockback isn't" - they're the same thing)
(you would not believe how difficult it was to prove this.)
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'''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.


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.
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, and in fact results in their endurance being slightly worse than a fighter with lower gravity. 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.