User:CanvasK/Sandbox: Difference between revisions

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{{SpiritBattleHeader|inspiration=y|s=y}}
==Formula==
{{SpiritBattleRow|num=125|name=Petey Piranha (Super Mario Strikers)|customname=[[Petey Piranha]] (Super Mario Strikers)|PALname=Petey Piranha (Mario Strikers)|series=''Super Mario Strikers'' Series|PALseries=''Mario Strikers'' Series
The formula for calculating the number of frames of hitlag experienced by both the attacker and victim has been different for most of the games (<code>&lfloor;x&rfloor;</code> means to round down):
|enemy=
*In ''[[Super Smash Bros.]]'', it is <code>&lfloor;&lfloor;&lfloor;d/3 + 4&rfloor; * e&rfloor; * c&rfloor;</code> in the Japanese version, and <code>&lfloor;&lfloor;&lfloor;d/3 + 5&rfloor; * e&rfloor; * c&rfloor;</code> in international versions.
*{{SpiritBattleHead|Ivysaur|v=Giant|col1=Red}}
*In ''[[Super Smash Bros. Melee]]'', it is <code>&lfloor;&lfloor;&lfloor;d/3 + 3&rfloor; * e&rfloor; * c&rfloor;</code>
|type=Grab
*In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', it is <code>&lfloor;&lfloor;(d * 0.3846154<!--it is stored as a 0.3846154 multiplier in battle_object.bin; it does not divide by 2.6--> + 5) * h * e&rfloor; * c&rfloor;</code>, where the last frame is interruptible.<!--See the Sm4sh calculator; the result is 1 frame less than what the formula gives-->
|power=3,900
*In ''[[Super Smash Bros. Ultimate]]'', it is more complicated. Number of frames is assigned to '''f''' for simplicity:
|stage=[[Wuhu Island]] (Swordplay Colosseum)
*#<code>f = &lfloor;(d * 0.65 + 6) * h * e * sh&rfloor; * sp&rfloor;</code>, '''f''' is capped at 30 frames after this step
|rules=
*#<code>f = &lfloor;&lfloor;f + ((p-1)/30)f^2&rfloor; * c&rfloor;</code>
*Item: [[Soccer Ball]]
 
|conditions=
The values correspond to the following (all apply to both the attacker and victim unless stated otherwise):
*The enemy is giant
*'''d''', the amount of [[damage]] an attack would deal (rounded up in ''Smash 64'')
|music={{SSBUMusicLink|Super Mario Bros.|Country Field: Away Team}}
**[[Stale move negation|Stale/fresh]] damage, [[equipment]], spirits, etc. are factored. The [[1v1 multiplier]] and [[shield damage]] are not factored.
|insp=
*'''e''', [[electric]] effect; 1.5× (for the victim only in ''Melee'', and for both the attacker and victim in every other game)
*The Ivysaur puppet fighter references both Ivysaur and Petey Piranha being plant-like creatures. The puppet fighter is Giant, referencing Petey Piranha's giant size.
*'''c''', [[crouch cancel]]ing; 0.666667× in ''Melee'' and 0.67× in ''Brawl'' onward (for the victim only in every game except ''Ultimate'', where it is applied to both the attacker and victim)
*The stage and the Soccer Ball item references the soccer gameplay mechanic in the ''Mario Strikers'' series.
*'''h''', hitlag multiplier; defined by every hitbox and defaults to 1×
}}
**For example, the majority of [[Marth]]'s attacks have a hitlag multiplier of 1.25× if the [[tipper]] connects, and 0.7× otherwise.
{{SpiritBattleRow|num=966|name=Rex|link=y|series=''Xenoblade Chronicles'' Series
**Some moves are coded to deal no hitlag at all, either by being given a hitlag multiplier of 0×, or in ''Brawl'' and ''Smash 4'', using a special parameter that disables hitlag when turned on. Examples of such moves are [[Bowser Bomb]] in ''Brawl'' and {{SSB4|Falco}}'s {{b|Reflector|Falco}} in ''Smash 4''.
|enemy=
***In ''Brawl'' and ''Smash 4'' prior to version [[1.1.0]], [[shield]]ing opponents were not affected by these hitlag multipliers; therefore, moves with below-average multipliers were safer on shield, while those with above-average multipliers were less safe, as the attacker experienced less or more hitlag (respectively) than the shield user. Beginning in version 1.1.0 of ''Smash 4'', shields are properly affected by hitlag multipliers, therefore removing the difference in shield safety caused by them.
*{{SpiritBattleHead|Shulk|col1=Blue|hp1=90 HP}}
****In ''Smash 4'', starting in version 1.1.0, if the hitlag multiplier of a move is higher than 1×, it is multiplied by 0.8× if it hits a shield, though without dropping below 1×. For example, the 1.25× hitlag multiplier of Marth's tippers is reduced to 1× if they are shielded. This applies only to the attacker in 1.1.0, and to both the attacker and victim from [[1.1.1]] onward. As a result, in the former case, moves with above-average hitlag are effectively safer on shield, while in the latter case, shielding them merely reduces the usual hitlag period.
*{{SpiritBattleHead|Lucina|col1=White|hp1=90 HP}}
*'''sh''', shielding; 0.67×
|type=Shield
**Hitlag multipliers less than 1× are ignored if shielding. This is especially noticeable for moves such as {{SSBU|Cloud}}'s [[Limit Break|Limit]] [[Cross Slash]], which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield. However, the electric effect's multiplier is still taken into account, which effectively raises the final multiplier to 1.005×, causing projectiles such as [[Thunder Jolt]] to be safer on shield than usual.
|power= 9,900
*'''sp''', spirits; <code>* 0.3 + 10.5</code> if spirits are enabled, otherwise is ignored. This is used even if no spirits are used. In [[Training Mode]], after version {{SSBU|3.0.0}}, this formula is only applied when a spirit is used.
|stage=[[Kongo Falls]] ([[Ω form]])
*'''p''', based on player count; values are listed in the table below. The exact value is based on the prior hitlag frames, scaling from almost no change below 10 frames to the listed values at 30 frames. The formula for scaling is currently unknown.
|rules=
**Does not affect fighters hit with projectiles.
*Hazard: Lava Floor
**Based on the number of players at the start of the match.  
|conditions=
:{|class="wikitable"
*The floor is lava
!Players||style="width:4em"|2||style="width:4em"|3||style="width:4em"|4||style="width:4em"|5||style="width:4em"|6||style="width:4em"|7||style="width:4em"|8
*[[Stamina battle]]
|-
*The enemy starts the battle with a [[Fire Bar]]
!''Ultimate''
|music={{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}}
|1.0
|insp=
|0.925
*The Shulk puppet fighter's blue costume features Shulk's hair turning black, referencing Rex's blue-and-black color scheme. The puppet fighter also references both Rex and Shulk meeting briefly in a ''Xenoblade Chronicles 2'' DLC custcene with both being the main protagonists of their respective games.
|0.862
*The stage references Fonsett Island, a jungle-like area where Rex was raised in ''Xenoblade Chronicles 2''.
|0.8116
*The music represents Rex's appearance in ''Xenoblade Chronicles 2''.
|0.77464
*The puppet fighter starts off with a Fire Bar, referencing Pyra, a Fire Blade who also serves as Rex's main Blade (represented by the Lucina minion fighter). The Lava Floor hazard references Pyra's ability to engulf the battlefield in flames.
|0.752464
|dlcstage=[[Cloud Sea of Alrest]] ([[Ω form]])
|0.75
|dlcrules=N/A
|dlcconditions=
*[[Stamina battle]]
*The enemy starts the battle with a [[Fire Bar]]
|dlcmusic={{SSBUMusicLink|Xenoblade Chronicles|Argentum}}
|dlcnote=Requires Challenger Pack 9 (Pyra/Mythra)
|dlcname=CP9}}
{{SpiritBattleRow|num=969|name=Nia|link=y|series=''Xenoblade Chronicles'' Series
|enemy=
*{{SpiritBattleHead|Mii Brawler|col1=|hp1=90 HP|mii=Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Nia Wig, Nia Outfit, High Voice Type 2}}
*{{SpiritBattleHead|Incineroar|col1=White|hp1=90 HP}}
|type=Shield
|power=9,100
|stage=[[Gaur Plain]] (hazards off)
|rules=N/A
|conditions=
*[[Stamina battle]]
*The enemy heals over time
|music={{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}}
|insp=
*The Mii Brawler puppet fighter's costume represents Nia, a cat-eared Gormotti in ''Xenoblade Chronicles 2''.
*The white Incineroar minion fighter represents Dromarch, Nia's main Blade who takes the form of a giant white tiger.
*The stage references the Gormott Province, Nia's home province in ''Xenoblade Chronicles 2''.
*This spirit battle references the boss battle with Nia and Dromarch in Chapter 10 of ''Xenoblade Chronicles 2'', with both Nia and Dromarch having the ability to restore their HP.
|dlcmusic={{SSBUMusicLink|Xenoblade Chronicles|Gormott}}
|dlcnote=Requires Challenger Pack 9 (Pyra/Mythra)
|dlcname=CP9}}
{{SpiritBattleRow|num=970|name=Tora|series=''Xenoblade Chronicles'' Series
|enemy=
*{{SpiritBattleHead|Jigglypuff|col1=Glasses|hp1=80 HP}}
*{{SpiritBattleHead|Daisy|col1=Blue|hp1=80 HP}}
|type=Shield
|power=3,400
|stage=[[Gaur Plain]] (hazards off)
|rules=N/A
|conditions=
*[[Stamina battle]]
*The enemy's shield has extra durability
|music={{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}}
|insp=
*The Glasses Jigglypuff puppet fighter represents Tora, a balloon-like Nopon who is often seen wearing goggles.
*The Daisy minion fighter represents Poppi α, Tora's artificial main Blade who, like Daisy, is named after a white-colored flower. The minion fighter's blue costume references the blue coloration of Poppi α's hair.
*The stage references the Gormott Province, Tora's home province in ''Xenoblade Chronicles 2''.
*This spirit battle references the boss battle with Tora and Poppi α in Chapter 10 of ''Xenoblade Chronicles 2'', with Poppi α's ability to boost ether defense.
|dlcmusic={{SSBUMusicLink|Xenoblade Chronicles|Tiger! Tiger!}}
|dlcnote=Requires Challenger Pack 9 (Pyra/Mythra)
|dlcname=CP9
}}
{{SpiritBattleRow|num=972|name=Mòrag|series=''Xenoblade Chronicles'' Series
|enemy=
*{{SpiritBattleHead|Lucina|col1=Navy}}
*{{SpiritBattleHead|Palutena|col1=Blue}}
|type=Attack
|power=2,400
|stage=[[Gaur Plain]] ([[Battlefield form]])
|rules=
*Hazard: Lava Floor
|conditions=
*Defeat the main fighter to win
*The floor is lava
|music={{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}}
|insp=
*The Lucina puppet fighter's navy costume features Lucina's hair turning black, representing Mòrag, a young woman often seen with a navy-colored military uniform and black hair.
*The Palutena minion fighter represents Brighid, Mòrag's main Blade who, like Palutena, is dressed in elegant robes. The minion fighter's blue costume references Brighid's blue color scheme.
*The stage references the Gormott Province where Mòrag is first encountered.
*The music references the boss battle with Mòrag and Brighid in Chapter 10 of ''Xenoblade Chronicles 2''
*The Lava Floor hazard references Brighid being a Fire Blade with the ability to engulf the battlefield in flames.
|dlcmusic={{SSBUMusicLink|Xenoblade Chronicles|Mor Ardain - Roaming the Wastes -}}
|dlcnote=Requires Challenger Pack 9 (Pyra/Mythra)
|dlcname=CP9
}}
{{SpiritBattleRow|num=973|name=Zeke|customname=[https://xenoblade.fandom.com/wiki/Zeke Zeke]|series=''Xenoblade Chronicles'' Series
|enemy=
*{{SpiritBattleHead|Cloud|col1=AdventBlue}}
*{{SpiritBattleHead|Bayonetta|col1=White}}
|type=Attack
|power=2,500
|stage=[[Kongo Falls]] ([[Battlefield form]])
|rules=
*Sudden Final Smash
*Hazard: Zap Floor
|conditions=
*Survive until the timer runs out
*The floor is electrified
*The enemy will suddenly have a Final Smash after a little while
|music={{SSBUMusicLink|Xenoblade Chronicles|Those Who Stand Against Our Path - Xenoblade Chronicles 2}}
|insp=
*The Cloud puppet fighter references Cloud's Advent Children costume bearing resemblance with Zeke's outfit.
*The Bayonetta minion fighter represents Pandoria, Zeke's main Blade who, like Bayonetta, wears glasses, is dressed in skimpy clothing, and has a cheeky personality.
*The stage references the Ysheva Harbor where Zeke is last encountered in ''Xenoblade Chronicles 2''.
*The Electric Floor hazard references to Pandoria being an Electric Blade with the ability to shock an entire group.
*The Sudden Final Smash rule and battle condition reference to the Sonic Thunderslash, the move Zeke uses in the cinematic during the final encounter.
|dlcmusic={{SSBUMusicLink|Xenoblade Chronicles|Bringer of Chaos! Ultimate}}
|dlcnote=Requires Challenger Pack 9 (Pyra/Mythra)
|dlcname=CP9
}}
{{SpiritBattleRow|num=1291|name=Ninjara|link=y|series=''ARMS''
|enemy=
*{{SpiritBattleHead|Greninja|col1=Green}}
|type=Grab
|power=3,600
|stage=[[Suzaku Castle]]
|rules=
*Item: [[Boomerang]]
|conditions=
*The enemy has increased move speed
|music={{SSBUMusicLink|ARMS|Ninja College}}
|insp=
*The Greninja puppet fighter, without DLC, references both Greninja and Ninjara being ninjas. The puppet fighter's green coloration references Ninjara's green color scheme.
*The stage and music reference Ninjara's affiliated stage, {{s|armsinstitute|Ninja College}}, which features a traditional Japanese setting.
*The battle condition references Ninjara's high speed stat.
*The Boomerang item references the Chakram, one of Ninjara's default ARMS which behaves like a boomerang.
|dlcenemy=
*{{SpiritBattleHead|Mii Brawler|col1=|mii=Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Soaring Axe Kick|1]][[Counter Throw|3]], Ninjara Wig, Ninjara Outfit}}
|dlcnote=Requires the Ninjara Mii costume
|dlcname=Ninjara
|dlcmusic={{SSBUMusicLink|ARMS|Ninja College}}
}}
{{SpiritBattleRow|num=1361|name=Ryo Sakazaki|link=y|series=''Art of Fighting'' Series
|enemy=
*{{SpiritBattleHead|Mii Brawler|col1=|hp1=160 HP|mii=Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Isaac Wig, Orange Fighter Uniform, Low Voice Type 5}}
|type=Grab
|power=9,500
|stage=[[Suzaku Castle]] ([[Ω form]])
|rules=
*Jump Power ↓
|conditions=
*[[Stamina battle]]
*The enemy will charge up a powerful Final Smash
*All fighters have reduced jump power
|music={{SSBUMusicLink|Fatal Fury|ART of FIGHT - Art of Fighting}}
|insp=
*The Mii Brawler's costume, without DLC, represents Ryo Sakazaki, with the Isaac Wig resembling Ryo's blonde hair and the orange Fighter Uniform resembling Ryo's uniform.
*The puppet fighter's moveset references Ryo's moveset in ''Art of Fighting'', which includes: [[Flashing Mach Punch]] (referencing his Zan Retsu Ken), [[Onslaught]] and [[Omega Blitz]] (referencing his Ryuuko Ranbu), [[Thrust Uppercut]] (referencing his Kohou), and [[Feint Jump]] (referencing his ability to jump kick off of walls).
*The stage references Ryo's occupation as a dojo master.
*The Jump Power ↓ rule and stamina battle condition represents a typical battle in the ''Art of Fighting'' series.
|dlcenemy=
*{{SpiritBattleHead|Mii Brawler|col1=|hp1=160 HP|mii=Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Ryo Sakazaki Wig, Ryo Sakazaki Outfit, Low Voice Type 5}}
|dlcnote=Requires the Ryo Sakazaki Mii costume
|dlcname=Sakazaki
}}
{{SpiritBattleRow|num=1398|name=Cuphead|link=y|series=''Cuphead''
|enemy=
*{{SpiritBattleHead|Mega Man|col1=Red|hp1=140 HP}}
*{{SpiritBattleHead|Peach|v=Giant|t=Team|col1=White|col2=Red|col3=Green|hps=70 HP}}
|type=Attack
|power=9,400
|stage=[[New Pork City]] ([[Ω form]])
|rules=N/A
|conditions=
*Defeat the main fighter to win
*The enemy's ranged weapons have increased power
*[[Stamina battle]]
|music={{SSBUMusicLink|Other|Final Results - Wii Party U}}
|insp=
*The Mega Man puppet fighter, without DLC, and the battle conditions references ''Cuphead'' being a run-and-gun game, which involves the player continuously firing projectiles at bosses while dodging their attacks with [[Mega Man]]'s games being the first among the genre.
*The Giant Peach Team likely references the Root Pack, a trio of giant root vegetables that serve as the boss of Inkwell Isle I, similar to the giant [[vegetable]]s that the Giant Peaches use. The three minion fighters also references the multiple phases in each boss fight.
*The stage features flashing neon lights, referencing the Devil's Casino, which also features flashing neon lights.
*The music, without DLC, references the jazz-inspired soundtrack in ''Cuphead''.
|dlcenemy=
*{{SpiritBattleHead|Mii Gunner|col1=|hp1=140 HP|mii=Moveset [[Charge Blast|1]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Cuphead Hat, Cuphead Outfit}}
*{{SpiritBattleHead|Peach|v=Giant|t=Team|col1=White|col2=Red|col3=Green|hp3=70 HP}}
|dlcmusic={{SSBUMusicLink|Other|Floral Fury}}
|dlcnote=Requires the Cuphead Mii costume
|dlcname=Cuphead
}}
{{SpiritBattleRow|num=1399|name=Mugman|series=''Cuphead''
|enemy=
*{{SpiritBattleHead|Mega Man|col1=Cyan|col2=Red}}
|type=Shield
|power=9,400
|stage=[[Garden of Hope]] (hazards off)
|rules=
*Sudden Final Smash
*Item: {{b|Screw Attack|item}}
|conditions=
*The enemy will suddenly have a Final Smash after a little while
*The enemy favors neutral specials
*The enemy has increased attack power
|music={{SSBUMusicLink|Other|Clu Clu Land}}
|insp=
*The two puppet fighters represents Mugman and Cuphead being twin brothers with identical attributes. The Mega Man puppet fighters' cyan and red coloration references Mugman and Cupheads' cyan and red shorts respectively.
*The stage references Inkwell Isle One where Cuphead and Mugman live with their father figure Elder Kettle and fight the first bosses encountered in the game.
*The music, without DLC, references the jazz-inspired soundtrack in ''Cuphead''.
*The Screw Attack item references the jumping animation in ''Cuphead''.
*The Sudden Final Smash rule and battle conditions references the Super Arts from ''Cuphead'', with the Mii Gunner's Final Smash, [[Full Blast]] (and to a lesser extent, Mega Man's Final Smash [[Mega Legends]]), resembling Super Art 1, Energy Beam.
*The Mii Gunners' favored [[Charge Blast]] references one of the unlockable weapons which lets Cuphead and Mugman fire charged projectiles.
|dlcenemy=
*{{SpiritBattleHead|Mii Gunner|col1=|mii=Moveset [[Charge Blast|1]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Cuphead Hat, Cuphead Outfit}}
*{{SpiritBattleHead|Mii Gunner|col1=|mii=Moveset [[Laser Blaze|2]][[Flame Pillar|1]][[Lunar Launch|1]][[Bomb Drop|2]], Cuphead Hat, Cuphead Outfit}}
|dlcmusic={{SSBUMusicLink|Other|Floral Fury}}
|dlcnote=Requires the Cuphead Mii costume
|dlcname=Cuphead
}}
{{SpiritBattleRow|num=1400|name=The Devil (Cuphead)|series=''Cuphead''
|enemy=
*{{SpiritBattleHead|Mewtwo|v=Giant|col1=Purple}}
|type=Neutral
|power=4,000
|stage=[[Castle Siege]] (Underground Cavern)
|rules=
*Attack Power ↑
*Assist Trophy Enemies ([[Bomberman]])
|conditions=
*Hostile assist trophies will appear after a little while
*The enemy has increased attack power when the enemy's at high damage
*The enemy starts the battle with a [[Death's Scythe]]
|music={{SSBUMusicLink|Pikmin|Flashes of Fear}}
|insp=
*The Mewtwo puppet fighter references both Mewtwo and the Devil sporting elongated tails. The puppet fighter's purple coloration features a dark shade, referencing the Devil's dark color scheme.
*This spirit battle references  the final stage of ''Cuphead'', "One Hell Of A Time", where the Devil is fought in an inferno. During the fight, the Devil descends underground and grows in size, while Cuphead and Mugman must navigate floating rock platforms to survive.
*The music, without DLC, references the jazz-inspired soundtrack in ''Cuphead''.
*The Bomberman Assist Trophy enemy references the bat-winged bombs that the Devil summons, which explode into a huge radius when not dealt with.
*The puppet fighter starts off with a Death's Scythe, referencing the pitchfork the Devil carries.
|dlcmusic={{SSBUMusicLink|Other|Floral Fury}}
|dlcnote=Requires the Cuphead Mii costume
|dlcname=Cuphead
}}
{{SpiritBattleRow|num=1401|name=King Dice|series=''Cuphead''
|enemy=
*{{SpiritBattleHead|Mii Swordfighter|v=Giant|col1=|mii=Moveset [[Blurring Blade|3]][[Gale Stab|2]][[Stone Scabbard|1]][[Blade Counter|1]],Chibi-Robo Hat, Butler Outfit}}
*{{SpiritBattleHead|Mr. Game & Watch|v=Tiny|t=Team|col1=White|num1=6}}
|type=Grab
|power=2,300
|stage=[[WarioWare, Inc.]]
|rules=N/A
|conditions=
*Defeat the main fighter to win
*The enemy has super armor but moves slower
|music={{SSBUMusicLink|Donkey Kong|Jungle Level Jazz Style (for 3DS / Wii U)}}
|insp=
*The Giant Mii Swordfighter puppet fighter's costume represents King Dice, with the Chibi-Robo Hat referencing King Dice's flat-topped head and the Butler Outfit referencing his tuxedo.
*The white Tiny Mr. Game & Watch Team represents the row of cards that King Dice summons when fighting him. The number of fighters and their frequent use of [[Judge]] references the dice that appear throughout the fight that determine which bosses are fought before facing King Dice himself.
*The stage references the stage "All Bets Are Off!", in which landing on a red numbered space sends the player to a mini-boss, similar to being sent into the microgames. The board game can also benefit the player by giving health, which can also happen after completing microgames.
*The music, without DLC, represents the jazz-inspired soundtrack in ''Cuphead''.
*The Slow Super Armor battle condition references how King Dice is impossible to launch or make flinch when you fight him in the original game.
|dlcmusic={{SSBUMusicLink|Other|Floral Fury}}
|dlcnote=Requires the Cuphead Mii costume
|dlcname=Cuphead
}}
{{SpiritBattleRow|num=1431|name=Creeper|link=y|series=''Minecraft'' Series
|enemy=
*{{SpiritBattleHead|Mr. Game & Watch|t=Team|col1=Yellow|num1=6}}
|type=Attack
|power=3,500
|stage=[[Minecraft World]] (Birch Forest)
|rules=
*Item: [[Bomber]]
|conditions=
*The enemy starts the battle with a Bomber
*Explosion attacks aren't as effective against the enemy
*Reinforcements will appear after an enemy is KO'd
|music={{SSBUMusicLink|Minecraft|Toys on a Tear}}
|insp=
*The number of puppet fighters references the creeper appearing in groups. The Mr. Game & Watch puppet fighter's yellow coloration, without DLC, is slightly green, referencing the  creeper's green color scheme.
*The Bomber item and the battle conditions references the creeper's tendency of exploding.
|dlcenemy=
*{{SpiritBattleHead|Mii Brawler|col1=|num1=6|mii=Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Creeper Mask, Creeper Outfit}}
|dlcnote=Requires the Creeper Mii costume
|dlcname=Creeper
}}
{{SpiritBattleRow|num=1437|name=Piglin|customname=[https://minecraft.gamepedia.com/Piglin Piglin]|series=''Minecraft'' Series
|enemy=
*{{SpiritBattleHead|Steve|n=Alex|t=Team|col1=Alex|num1=7 (×2 Tiny)}}
|type=Attack
|power=4,000
|stage=[[Reset Bomb Forest]] (Forest)
|rules=N/A
|conditions=
*Timed battle (2:00)
*Reinforcements will appear after an enemy is KO'd
*The enemy starts the battle with a [[Killing Edge]]
|music={{SSBUMusicLink|Metal Gear|Cavern}}
|insp=
*The Mii Brawler's Pig costume references the [https://minecraft.gamepedia.com/File:Pigman.png pigmen], unused mobs [https://minecraft.gamepedia.com/Piglin#History that would be replaced with the piglin mob].
*The Gold Alex/Mii Brawler Team references the piglins' tendency of spawning in groups, as well as occasionally being equipped with golden armor. Two of the puppet fighters are tiny, referencing the baby piglins.
*The stage and music references the Crimson Forest, a cavernous forest-like biome in the Nether where piglins are prominently featured.
*The puppet fighter starts off with a Killing Edge, referencing the piglins wielding a Golden Sword.
*The second battle conditions references the piglins' nature to attack the player if they attack a piglin.
|dlcenemy=
*{{SpiritBattleHead|Mii Brawler|v=Gold|t=Team|col1=|num1=7 (×2 Tiny)|mii=Moveset [[Shot Put|1]][[Onslaught|1]][[Soaring Axe Kick|1]][[Head-On Assault|1]], Pig Mask, Pig Outfit}}
|dlcnote=Requires the Pig Mii costume
|dlcname=Pig
}}
{{SpiritBattleRow|num=1440|name=Tifa|link=y|series=''FINAL FANTASY'' Series
|enemy=
*{{SpiritBattleHead|Mii Brawler|col1=|mii=Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Soaring Axe Kick|1]][[Feint Jump|2]]<!--Default version uses 1, alt uses 3-->, Black Protective Gear, High Voice Type 2}}
|type=Attack
|power=7,400
|stage=[[Reset Bomb Forest]] ([[Ω form]])
|rules=
*Move Speed ↑
*Attack Power ↑
|conditions=
*The enemy has increased attack power after a little while
*The enemy has increased move speed after a little while
|music={{SSBUMusicLink|Final Fantasy|Let the Battles Begin!}}
|insp=
*The Mii Brawler puppet fighter represents Tifa being a brawler who specializes in hand-to-hand combat. The puppet fighter's moveset references Tifa's various attacks which includes: Onslaught (referencing Beat Rush), Cartwheel Kick (referencing Somersault) and down smash (referencing Waterkick).
*The stage references the ruins of Sector 7, the slum undercity of Midgar and Tifa's home which was destroyed after the overhanging Sector 7 plate collapsed.
*The battle conditions reference Tifa’s Premium Heart Gauntlets, which increase her power as her Limit Break gauge fills.
|dlcenemy=
*{{SpiritBattleHead|Mii Brawler|col1=|mii=Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Tifa's Outfit, High Voice Type 2}}
|dlcnote=Requires the Tifa Mii costume
|dlcname=Tifa
}}
{{SpiritBattleRow|num=1441|name=Barret|link=y|series=''FINAL FANTASY'' Series
|enemy=
*{{SpiritBattleHead|Mii Gunner|col1=|hp1=130 HP|mii=Moveset [[Grenade Launch|3]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Green Wild West outfit, Low Voice Type 3}}
*{{SpiritBattleHead|Mii Brawler|col1=|num1=3|hp1=80 HP|mii=Moveset [[Exploding Side Kick|3]][[Burning Dropkick|2]][[Soaring Axe Kick|1]][[Feint Jump|2]], Black Protective Gear}}
|type=Shield
|power=3,500
|stage=[[Midgar]] (hazards off)
|rules=
*Item: Exploding Types
|conditions=
*[[Stamina battle]]
*Reinforcements will appear after an enemy is KO'd
*''The enemy starts the battle with a [[Bob-omb]]''
|music={{SSBUMusicLink|Final Fantasy|Opening - Bombing Mission}}
|insp=
*The Mii Gunner puppet fighter represents Barret, the leader of the insurgency group AVALANCHE, whose right arm is outfitted with a machine gun. The puppet fighter's moveset references Barret's various attacks which includes: Grenade Launch (referencing Grenade Bomb, Barret's second Limit Break) and Lunar Launch (referencing Catastrophe, Barret's final Limit Breaks).
*The Mii Brawler minion fighters represent Biggs, Wedge, and Jessie, members of AVALANCHE at the beginning of ''Final Fantasy VII''. The Mii Brawler representing Jessie starts off with a Bob-omb, referencing Jessie's specialty with explosives.
*The stage, music, and the Exploding Type items references the beginning of ''Final Fantasy VII'', during the first mission with AVALANCHE where they bomb a Mako reactor in Midgar.
|dlcenemy=
*{{SpiritBattleHead|Mii Gunner|col1=|hp1=130 HP|mii=Moveset [[Grenade Launch|3]][[Gunner Missile|3]][[Lunar Launch|1]][[Bomb Drop|2]], Barret's Outfit, Low Voice Type 3}}
*{{SpiritBattleHead|Mii Brawler|col1=|num1=3|hp1=80 HP|mii=Moveset [[Exploding Side Kick|3]][[Burning Dropkick|2]][[Soaring Axe Kick|1]][[Feint Jump|2]], Black Protective Gear}}
|dlcnote=Requires the Barret Mii costume
|dlcname=Barret
}}
{{SpiritBattleRow|num=1442|name=Aerith|link=y|series=''FINAL FANTASY'' Series
|enemy=
*{{SpiritBattleHead|Zelda|col1=Purple}}
*{{SpiritBattleHead|Cloud|col1=}}
|type=Shield
|power=7,500
|stage=[[Fountain of Dreams]]
|rules=
*Health Recovery
|conditions=
*Defeat the main fighter to win
*The enemy is healed after a little while
|music={{SSBUMusicLink|Final Fantasy|Aerith's Theme}}
|insp=
*The Zelda puppet fighter's purple costume features Zelda's hair turning brown, referencing Aerith's brown hair.
*The Cloud minion fighter and first battle condition reference how Cloud became Aerith's temporary bodyguard near the beginning of ''Final Fantasy VII''.
*The Cloud minion fighter, stage, and music reference the infamous scene from ''Final Fantasy VII'' where Aerith dies at the hands of Sephiroth and Cloud lays her to rest underneath the waters of the Forgotten City.
*The Zelda puppet fighter's frequent use of [[Din's Fire]], without DLC, the Mii Swordfighter's moveset, with DLC, and the Health Recovery rule references Aerith's ability to use magic to attack and heal her party members during battle.
*The Zelda puppet fighter representing Aerith, without DLC, is a running gag from a scene of [[List of Super Smash Bros. 4 character trailers#Cloud|Cloud's reveal trailer]] for ''[[Super Smash Bros. 4]]'', being continued with [[List of Super Smash Bros. Ultimate character trailers#Sephiroth|Sephiroth's reveal trailer]] for ''Ultimate'' as well as [[:File:SSBU challenge image 011.png|an image]] rewarded in the [[Challenge]] mode.
|dlcenemy=
*{{SpiritBattleHead|Mii Swordfighter|col1=|mii=Moveset [[Gale Strike|1]][[Chakram|3]][[Stone Scabbard|1]][[Reversal Slash|2]], Aerith's outfit, Normal Voice Type 6}}
*{{SpiritBattleHead|Cloud|col1=}}
|dlcnote=Requires the Aerith Mii costume
|dlcname=Aerith
}}
{{SpiritBattleRow|num=1450|name=Chocobo & Moogle|customname=[[Chocobo]] & Moogle|series=''FINAL FANTASY'' Series
|enemy=
*{{SpiritBattleHead|Mii Brawler|col1=|mii=Moveset [[Exploding Side Kick|3]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Isaac Wig, Yellow Tracksuit}}
*{{SpiritBattleHead|Kirby|col1=White}}
|type=Neutral
|power=1,600
|stage=[[Garden of Hope]]
|rules=
*Item: [[Cucco]]
|conditions=
*Take your strongest team into this no-frills battle
*''The enemy starts the battle with a Bob-omb''
|music={{SSBUMusicLink|Yoshi|Flower Field}}
|insp=
*The Mii Brawler puppet fighter's yellow costume, moveset, and Cucco item represents the Chocobo, a giant yellow bird which utilizes kick-based attacks. The puppet fighter's Isaac Wig, without DLC, references the Chocobo's styled yellow feathers on its head.
*The Kirby puppet fighter's white coloration represents the Moogle, a floating white creature. The puppet fighter starts off with a Bob-omb, likely referencing Moogle Blast, an ability used by the Chocobo & Moogle summon in ''Final Fantasy VII Remake'', where the Moogle throws a bomb at an enemy.
*The stage references the Chocobo Farm in ''Final Fantasy VII'' where Chocobos are bred and raised for racing.
*The music references the upbeat style of the Chocobo's theme in the ''Final Fantasy'' series.
|dlcenemy=
*{{SpiritBattleHead|Mii Brawler|col1=|mii=Moveset [[Exploding Side Kick|3]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Chocobo Hat, Yellow Tracksuit}}
*{{SpiritBattleHead|Kirby|col1=White}}
|dlcnote=Requires the Chocobo Mii costume
|dlcname=Chocobo
}}
|}
|}
<references group="SB"/>
 
As shown by the formulas, the general amount of hitlag on moves is at its lowest in ''Melee'', and has since increased throughout the series, with ''Ultimate'' having the most hitlag. In all games, hitlag is higher the more damage a move deals; weak attacks such as [[Mario]]'s [[jab]] have minimal hitlag, but the hitlag of strong or {{b|sweetspot|hitbox}}ted attacks can last much longer. For example, a move that deals 15% damage with no other factors would inflict hitlag of 10 frames in ''Smash 64'' (9 in the Japanese version), 8 frames in ''Melee'', 9 frames in ''Brawl'' and ''Smash 4'', and 15 frames in ''Ultimate''. In addition, ''Brawl'' introduced the mechanic of hitlag multipliers, causing variance in the hitlag duration of attacks; this is in contrast to ''Melee'' and ''Smash 64'', where the duration of hitlag was predictable.

Latest revision as of 07:24, January 10, 2024

Formula[edit]

The formula for calculating the number of frames of hitlag experienced by both the attacker and victim has been different for most of the games (⌊x⌋ means to round down):

  • In Super Smash Bros., it is ⌊⌊⌊d/3 + 4⌋ * e⌋ * c⌋ in the Japanese version, and ⌊⌊⌊d/3 + 5⌋ * e⌋ * c⌋ in international versions.
  • In Super Smash Bros. Melee, it is ⌊⌊⌊d/3 + 3⌋ * e⌋ * c⌋
  • In Super Smash Bros. Brawl and Super Smash Bros. 4, it is ⌊⌊(d * 0.3846154 + 5) * h * e⌋ * c⌋, where the last frame is interruptible.
  • In Super Smash Bros. Ultimate, it is more complicated. Number of frames is assigned to f for simplicity:
    1. f = ⌊(d * 0.65 + 6) * h * e * sh⌋ * sp⌋, f is capped at 30 frames after this step
    2. f = ⌊⌊f + ((p-1)/30)f^2⌋ * c⌋

The values correspond to the following (all apply to both the attacker and victim unless stated otherwise):

  • d, the amount of damage an attack would deal (rounded up in Smash 64)
  • e, electric effect; 1.5× (for the victim only in Melee, and for both the attacker and victim in every other game)
  • c, crouch canceling; 0.666667× in Melee and 0.67× in Brawl onward (for the victim only in every game except Ultimate, where it is applied to both the attacker and victim)
  • h, hitlag multiplier; defined by every hitbox and defaults to 1×
    • For example, the majority of Marth's attacks have a hitlag multiplier of 1.25× if the tipper connects, and 0.7× otherwise.
    • Some moves are coded to deal no hitlag at all, either by being given a hitlag multiplier of 0×, or in Brawl and Smash 4, using a special parameter that disables hitlag when turned on. Examples of such moves are Bowser Bomb in Brawl and Falco's Reflector in Smash 4.
      • In Brawl and Smash 4 prior to version 1.1.0, shielding opponents were not affected by these hitlag multipliers; therefore, moves with below-average multipliers were safer on shield, while those with above-average multipliers were less safe, as the attacker experienced less or more hitlag (respectively) than the shield user. Beginning in version 1.1.0 of Smash 4, shields are properly affected by hitlag multipliers, therefore removing the difference in shield safety caused by them.
        • In Smash 4, starting in version 1.1.0, if the hitlag multiplier of a move is higher than 1×, it is multiplied by 0.8× if it hits a shield, though without dropping below 1×. For example, the 1.25× hitlag multiplier of Marth's tippers is reduced to 1× if they are shielded. This applies only to the attacker in 1.1.0, and to both the attacker and victim from 1.1.1 onward. As a result, in the former case, moves with above-average hitlag are effectively safer on shield, while in the latter case, shielding them merely reduces the usual hitlag period.
  • sh, shielding; 0.67×
    • Hitlag multipliers less than 1× are ignored if shielding. This is especially noticeable for moves such as Cloud's Limit Cross Slash, which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield. However, the electric effect's multiplier is still taken into account, which effectively raises the final multiplier to 1.005×, causing projectiles such as Thunder Jolt to be safer on shield than usual.
  • sp, spirits; * 0.3 + 10.5 if spirits are enabled, otherwise is ignored. This is used even if no spirits are used. In Training Mode, after version 3.0.0, this formula is only applied when a spirit is used.
  • p, based on player count; values are listed in the table below. The exact value is based on the prior hitlag frames, scaling from almost no change below 10 frames to the listed values at 30 frames. The formula for scaling is currently unknown.
    • Does not affect fighters hit with projectiles.
    • Based on the number of players at the start of the match.
Players 2 3 4 5 6 7 8
Ultimate 1.0 0.925 0.862 0.8116 0.77464 0.752464 0.75

As shown by the formulas, the general amount of hitlag on moves is at its lowest in Melee, and has since increased throughout the series, with Ultimate having the most hitlag. In all games, hitlag is higher the more damage a move deals; weak attacks such as Mario's jab have minimal hitlag, but the hitlag of strong or sweetspotted attacks can last much longer. For example, a move that deals 15% damage with no other factors would inflict hitlag of 10 frames in Smash 64 (9 in the Japanese version), 8 frames in Melee, 9 frames in Brawl and Smash 4, and 15 frames in Ultimate. In addition, Brawl introduced the mechanic of hitlag multipliers, causing variance in the hitlag duration of attacks; this is in contrast to Melee and Smash 64, where the duration of hitlag was predictable.