Lag: Difference between revisions

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===Normal landing===
===Normal landing===
When landing under normal circumstances, characters undergo either a "light landing" (also known as a "no-impact land") or a "heavy landing". Light landings incur only 1 frame of lag, whereas heavy landings are character-specific, typically 4. The type of landing that occurs is based on the character's downwards speed upon landing, so landing during the apex of a jump or on an upwards-moving platform tends to be faster than landing from a fastfall or on a downwards-moving platform.
When landing under normal circumstances, characters undergo either a "light landing" (also known as a "no-impact land") or a "heavy landing". Light landings incur only 1 frame of lag, whereas heavy landings are character-specific, typically 4. The type of landing that occurs is based on the character's downwards speed upon landing, so landing during the apex of a jump or on an upwards-moving platform tends to be faster than landing from a fastfall or on a downwards-moving platform. ''Brawl''{{'}}s [[air dodge]]s always have normal landing, regardless of the character's height prior to using them.


===Aerial landing===
===Aerial landing===
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In the original ''SSB'', not all aerial attacks have unique landing animations, though they still have unique lag durations.
In the original ''SSB'', not all aerial attacks have unique landing animations, though they still have unique lag durations.
''Smash 4''{{'}}s air dodges have their own aerial landing lag, being universally 21 frames for all characters. When landing close to the end of an aerial or air dodge, aerial landings can also be completely cancelled into [[special move]]s, such as after {{SSB4|Ganondorf}}'s forward aerial from the start of a full hop.


===Special landing===
===Special landing===
Characters that land while in their [[helpless]] state undergo a specific amount of landing lag, dependent on the move that initiated it. While the state is known as "LandingFallSpecial" or similar in the games' code, it also applies to [[air dodge]]s and thus [[wavedash]]es in ''Melee''.
Characters that land while in their [[helpless]] state undergo a specific amount of landing lag, dependent on the move that initiated it. While the state is known as "LandingFallSpecial" or similar in the games' code, it also applies to air dodges and thus [[wavedash]]es in ''Melee''.


[[Category:Game physics]]
[[Category:Game physics]]
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