SmashWiki:12TP/Smash Bros. DOJO!! 15

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Japanese.png This page is part of SW:1226. The original page is located here.
Hover over a piece of text to see the original Japanese. If you think you can improve a translation, do so.
Believed translation accuracy is shown by coloured highlights, ranging through high, medium-high, medium, medium-low, and low/untranslated.

[Ninth-level]

Symbol of the Smash Bros. series.

Smash Bros. DOJO!! 71-75

- Firm footing while crouching -
- Adjust jumps freely! -
- Hit stop shift -
- Influenced, fixed, and additive knockback values -
- How to credits -


#71 [System] Firm footing while crouching

While crouching, any knockback received will be reduced to to two thirds.
If shielding isn't possible for some reason, this can be useful to know.
SSB64DOJO crouch cancel.gif
Because of straddling.

#72 [Tactics] Adjust jumps freely!

In time attack modes, when climbing, it's very important for jump height to exactly match platform height.
Making full use of your double jump is one way to adjust.

Since double jumps have different distances than normal jumps, using a double jump immediately after a normal jump can reduce the size of the parabola.

Subtly altering the timing of the double jump, or using a short jump, can help land on a platform in one shot.

These seem much easier to do with the C buttons.

SSB64DOJO overjump.gif
In other words, figure out how to reduce the red part of the arrow.

#68 [Controls] Hit stop shift

The moment an attack hits, a pause called "hit stop" is applied to both parties. The higher the damage, the longer the hit stop is.

During hit stop, the player being hit can flick the stick to move slightly in that direction.

This can be done any number of times as long as hit stop persists, giving a way to slightly resist being continuously damaged.

Those with fast fingers can even escape a Mario Tornado. In addition, electric attacks have more hit stop, making them a little easier to escape.

SSB64DOJO SDI 1.gif SSB64DOJO SDI 2.gif
Flick and... ...he moves just a little bit.

#74 [System] Influenced, fixed, and additive knockback values

Every attack in the game has values for influenced knockback, fixed knockback, and additive knockback, set for each hitbox.

Influenced knockback value
The magnitude of the knockback, as a percentage, which makes it larger or smaller.
If small, it won't do much knockback to even a high-damage opponent.
If large, the knockback starts high and gets even more extreme.
FIxed knockback value
When the attack hits, it always does the same knockback.
It doesn't matter what the opponent's damage is.
However, weight and handicap do matter.
Additive knockback value
This value is added directly to knockback.
This value is mostly to control how much knockback is done at low damage.

This is hard to notice in normal play.

ただ、相手の蓄積ダメージの影響が少ない攻撃があったり、かならず一定しかふっとばない攻撃があることをおぼえておこう。

[something about handicaps and 1P mode's Polygons]

Smash Bros. makes an entirely new ruleset.
Its depth is based on reacting to all these variables.
For more in-depth data on the attack system, see here.
SSB64DOJO Hand Slap knockback.gif
For example, Hand Slap always launches at a constant height.

#75 [Other] How to credits

Just for fun, I'll write the world's first Staff Roll Operation Manual.

Stick: Move the cursor
A button: Lock onto name (tag display)
B button: Scroll toggle
Start: Fast-forward toggle

The tag in the top-right shows the responsibilities of each individual staff member. As a programmer myself, I wanted to add a gimmick.

SSB64DOJO credits controls.gif
Designers and programmers shouldn't be lumped together.