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Frame speed multiplier: Difference between revisions

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A '''frame speed multiplier''' (also known as a frame speed modifier) is a multiplier applied to the total length of an attack or period of an attack. When a frame speed multiplier is applied, the amount of frames it takes for the move to be performed is multiplied by the frame speed multiplier (e.g a move programmed to take 40 frames to be performed would take 44 frames with a frame speed multiplier of 1.1), and the animation, as well as hitbox duration are slowed down or sped up proportionally, (so a frame speed multiplier of 2 would halve the animation speed and double the hitbox duration). These are most commonly used in custom moves to slow down or speed up the move proportionally to the length of the standard variant (for example hyper voice has a frame speed multiplier of 1.2), however some regular moves have frame speed multipliers attached to them as well.
A '''frame speed multiplier''' (also known as a frame speed modifier) is a multiplier applied to the total length of an attack or period of an attack, allowing the duration of a move's animation and properties to be modifiable without needing a completely new animation, or even allowing the attack to change rate continuously.


==Moves that use frame speed multipliers==
Depending on the game, the meaning of the technical number used for a multiplier is reversed:
{{incomplete|full list of moves and their frame speed multipliers}}
*In ''[[Super Smash Bros. Brawl]]'', a frame speed multiplier of 0.5 means the attack progresses at half speed (straight multiplication)
*Weight dependent throws have their speed change calculated as a frame speed multiplier (weight/100).
*From ''[[Super Smash Bros. 4]]'' onward, a frame speed multiplier of 0.5 means each frame now takes 0.5 frames, and so the attack moves at double speed (reciprocal multiplication).
*Custom moves that boast being faster or slower than the regular variant often use frame speed multipliers.
**Despite this, there are still certain moves from ''Smash 4'' onwards which use a straight multiplication frame speed modifier to alter their animation speed (such as with [[Homing Attack]] while Sonic is rising).
*Many other moves have frame speed multipliers attached to them.
*Earlier games in the series do not have the ability to modify only part of an action's speed in code, though they may apply internal multipliers to an animation's overall speed. In these games, frame speed multipliers work the same as in ''Brawl'', using straight multiplication.
 
==Usage of frame speed multipliers==
*Several normal animations have their execution speed modified to match their coded result:
**Speed of walking and running
**Length of [[landing lag]] (particularly prior to ''Ultimate'').
*Weight dependent [[throw]]s have their speed change calculated as a frame speed multiplier (weight/100) (''Melee''/''Brawl''), (26 x (weight / 100 - 1)) (''Smash 4'').
*Hitstun animations contain a frame speed modifier that's used the match the overall knockback speed sustained (''Smash 4''/''Ultimate'').
*Moves with execution speed based on some input or changing property (such as [[Mach Tornado]] and [[Rollout]]) use a frame speed multiplier to match their appearance to their movement.
*Custom moves that are faster or slower than the regular variant almost always use frame speed multipliers, so they can reuse the same animations.
*Starting from ''Smash 4'', moves that are changed in updates to gameplay tend to use frame speed multipliers to alter their timing, as it is much more efficient than the memory space  and time needed to replace the entire animation. This is also used with animations carried over from previous games for the same purpose/reasons.
*Many newcomers from ''Smash 4'' onwards use frame speed modifiers to alter the speed of their attacks, even without the influence of updates.
*[[Ore Club]]s uses a frame speed multiplier on all swings.
*[[Fan]]s use a frame speed multiplier on all swings in ''Smash 64'' and ''Melee''.
*[[Boss]]es use a similar system to alter the speed of their attacks based on the set difficulty.


[[Category:Game mechanics]]
[[Category:Game mechanics]]

Latest revision as of 06:35, May 30, 2021

A frame speed multiplier (also known as a frame speed modifier) is a multiplier applied to the total length of an attack or period of an attack, allowing the duration of a move's animation and properties to be modifiable without needing a completely new animation, or even allowing the attack to change rate continuously.

Depending on the game, the meaning of the technical number used for a multiplier is reversed:

  • In Super Smash Bros. Brawl, a frame speed multiplier of 0.5 means the attack progresses at half speed (straight multiplication)
  • From Super Smash Bros. 4 onward, a frame speed multiplier of 0.5 means each frame now takes 0.5 frames, and so the attack moves at double speed (reciprocal multiplication).
    • Despite this, there are still certain moves from Smash 4 onwards which use a straight multiplication frame speed modifier to alter their animation speed (such as with Homing Attack while Sonic is rising).
  • Earlier games in the series do not have the ability to modify only part of an action's speed in code, though they may apply internal multipliers to an animation's overall speed. In these games, frame speed multipliers work the same as in Brawl, using straight multiplication.

Usage of frame speed multipliers[edit]

  • Several normal animations have their execution speed modified to match their coded result:
    • Speed of walking and running
    • Length of landing lag (particularly prior to Ultimate).
  • Weight dependent throws have their speed change calculated as a frame speed multiplier (weight/100) (Melee/Brawl), (26 x (weight / 100 - 1)) (Smash 4).
  • Hitstun animations contain a frame speed modifier that's used the match the overall knockback speed sustained (Smash 4/Ultimate).
  • Moves with execution speed based on some input or changing property (such as Mach Tornado and Rollout) use a frame speed multiplier to match their appearance to their movement.
  • Custom moves that are faster or slower than the regular variant almost always use frame speed multipliers, so they can reuse the same animations.
  • Starting from Smash 4, moves that are changed in updates to gameplay tend to use frame speed multipliers to alter their timing, as it is much more efficient than the memory space and time needed to replace the entire animation. This is also used with animations carried over from previous games for the same purpose/reasons.
  • Many newcomers from Smash 4 onwards use frame speed modifiers to alter the speed of their attacks, even without the influence of updates.
  • Ore Clubs uses a frame speed multiplier on all swings.
  • Fans use a frame speed multiplier on all swings in Smash 64 and Melee.
  • Bosses use a similar system to alter the speed of their attacks based on the set difficulty.