Ceiling glitch: Difference between revisions

57 bytes removed ,  3 years ago
(Added proper explanation for the glitch and removed vague statements and misinformation.)
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==Explanation==
==Explanation==
When a grounded character's attack hits a [[shield]], the character takes a small amount of recoil speed (sometimes known as [http://smashboards.com/threads/physics-input-etc-display-in-develop-mode.391956/ attacker shield knockback velocity]), helping put space between them and the shielding character. On ground, that speed dies away quickly due to [[traction]]. However, there's an error in [[air friction]] application to that speed. 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 should be reset to 0 instead. But due to coding mistake, in that case the vertical component of the characters normal knockback speed is set to 0 instead, while the vertical component of attacker shield knockback velocity is left untouched. As a result, if a character hits a shield and manages to take off into air before the attacker shield knockback has completely dissipated, then that characters vertical knockback speed vanishes (aka the ceiling glitch activates) on the frame when the attacker shield knockback should run out.
When a grounded character's attack hits a [[shield]], the character takes a small amount of recoil speed (sometimes 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 speed is negated quickly due to [[traction]]. However, [[air friction]] is applied incorrectly to that speed. 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==
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