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(Set Knockback)
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[[Image:knockback.jpg|thumb|As the damage meter goes up, so does the knockback of most moves. When a character is at low damage, the character won't fly far and can return to the stage. However, if the character has higher damage and gets hit with a powerful attack, they will go farther, usually for a K.O.|right]]
 
[[Image:knockback.jpg|thumb|As the damage meter goes up, so does the knockback of most moves. When a character is at low damage, the character won't fly far and can return to the stage. However, if the character has higher damage and gets hit with a powerful attack, they will go farther, usually for a K.O.|right]]
'''Knockback''' is a measure of how far an attack sends its target. For example, [[Bowser ]]'s [[forward smash]] is an attack of high knockback; it launches opponents very far, so far that at high damages it's more powerful than a [[Home-run Bat]]'s [[smash attack]]. [[Pikachu]]'s [[neutral A]], on the other hand, has very low knockback - it hardly sends opponents anywhere.
 
   
The knockback of most attacks increases as the target's [[damage]] increases; however, there are some exceptions, notably [[Fox]]'s [[Reflector|Reflector]] in [[Melee]]. Attacks like this are said to have set knockback (see below). There are also some attacks whose knockback is disproportionate to its damage. For example, in Melee, [[Ganondorf]]'s [[Warlock Punch]] does more damage than [[Jigglypuff]]'s [[Rest]] attack, yet the Rest has a much higher knockback. Also, attacks knock back [[weight|light]] characters farther than heavy characters.
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'''Knockback''' is a measure of how far an attack sends its target. For example, [[Bowser]]'s [[forward smash]] is an attack of high knockback; it launches opponents very far, so far that at high damages it's more powerful than a [[Home-Run Bat]]'s [[smash attack]]. [[Pikachu]]'s [[neutral A]], on the other hand, has very low knockback - it hardly sends opponents anywhere, even at ludicrous damages.
   
In-game, knockback is measured from 0 (target goes nowhere) to over 60,000 ([[Critical Hit]] at 300%). A knockback from 5,500 to 6,500 will often KO characters. The unit is given in match results as "mph"; while this would presumably mean "miles per hour", 1,000mph barely sends characters anywhere, so it's obviously an arbitrary measure.
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The knockback of most attacks increases as the target's [[damage]] increases. Knockback is also affected by the target's [[weight]], [[fall speed]], and a few other conditions (such as [[type effectiveness]]). Usually, attacks that deal more damage have higher knockback, but this is not a direct relationship; an attack can deal minor damage but have significant knockback, or deal heavy damage but have minimal knockback.
   
 
Each hitbox of a move has two knockback values: a base knockback and a knockback scaling. Moves with high base knockback deal high knockback under any circumstances, such as the swing of a Home-Run Bat. On the other hand, moves with high knockback scaling take less damage to reach KO potential, such as Luigi's forward smash.
 
Each hitbox of a move has two knockback values: a base knockback and a knockback scaling. Moves with high base knockback deal high knockback under any circumstances, such as the swing of a Home-Run Bat. On the other hand, moves with high knockback scaling take less damage to reach KO potential, such as Luigi's forward smash.
   
==Set Knockback==
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Certain attacks have '''set knockback'''. These attacks will always deal the same amount of knockback, regardless of the target's damage. The most famous attack with set knockback is [[Fox|Fox's]] [[Reflector (Fox)|Reflector]] in [[Melee]]; other examples include [[Luigi|Luigi's]] [[taunt]], the first hit of [[Young Link (SSBM)|Young Link's]] [[forward smash]], and [[Falco]]'s blaster. Set knockback remains affected by characters' weight and other such factors.
An attack with '''set knockback''' (also called '''recessive knockback''' or '''fixed knockback''') knocks its target back a specific distance that is unaffected by the target's [[damage]]. The most famous attack with set knockback is [[Fox|Fox's]] [[Reflector (Fox)|Reflector]] in [[Melee]]. Other examples include [[Luigi|Luigi's]] [[taunting|taunt]], the first hit of [[Young Link (SSBM)|Young Link's]] [[forward smash]], and [[Falco]]'s blaster. In Smash 64, Yoshi is well known to have 2 Set knockback moves, his down tilt and up tilt, while the 1st hit of Fox's up air is also set knockback, allowing the move to [[infinite]] certain characters if used correctly. Some attacks, such as [[Ness]]' forward throw and some [[Natural combo]]s, have set knockback up until a specific point at which the knockback becomes dependent on damage.
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In [[Brawl]], knockback is measured from 0 (no knockback) to over 60,000 ([[Critical Hit]] at 300%). A knockback between 5,500 and 6,500 is where characters start to be KO'd. The unit is given in match results as "mph"; while this would presumably mean "miles per hour", 1,000mph barely sends characters anywhere, so it's apparently an arbitrary measure.
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==Other physics of knockback==
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*If a [[Meteor Smash]] is landed on a grounded opponent, they will be sent upwards with slightly reduced knockback (20% less in Brawl).
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*If a character is hit while charging a smash attack, they will take slightly more knockback (20% more in Brawl).
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*Based on [[type effectiveness]], [[Pokémon Trainer (SSBB)|Pokémon Trainer]]'s Pokémon will take more or less knockback from certain moves.
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[[Category:Game Physics]]
 
[[Category:Game Physics]]

Revision as of 16:59, August 31, 2010

Knockback

As the damage meter goes up, so does the knockback of most moves. When a character is at low damage, the character won't fly far and can return to the stage. However, if the character has higher damage and gets hit with a powerful attack, they will go farther, usually for a K.O.

Knockback is a measure of how far an attack sends its target. For example, Bowser's forward smash is an attack of high knockback; it launches opponents very far, so far that at high damages it's more powerful than a Home-Run Bat's smash attack. Pikachu's neutral A, on the other hand, has very low knockback - it hardly sends opponents anywhere, even at ludicrous damages.

The knockback of most attacks increases as the target's damage increases. Knockback is also affected by the target's weight, fall speed, and a few other conditions (such as type effectiveness). Usually, attacks that deal more damage have higher knockback, but this is not a direct relationship; an attack can deal minor damage but have significant knockback, or deal heavy damage but have minimal knockback.

Each hitbox of a move has two knockback values: a base knockback and a knockback scaling. Moves with high base knockback deal high knockback under any circumstances, such as the swing of a Home-Run Bat. On the other hand, moves with high knockback scaling take less damage to reach KO potential, such as Luigi's forward smash.

Certain attacks have set knockback. These attacks will always deal the same amount of knockback, regardless of the target's damage. The most famous attack with set knockback is Fox's Reflector in Melee; other examples include Luigi's taunt, the first hit of Young Link's forward smash, and Falco's blaster. Set knockback remains affected by characters' weight and other such factors.

In Brawl, knockback is measured from 0 (no knockback) to over 60,000 (Critical Hit at 300%). A knockback between 5,500 and 6,500 is where characters start to be KO'd. The unit is given in match results as "mph"; while this would presumably mean "miles per hour", 1,000mph barely sends characters anywhere, so it's apparently an arbitrary measure.

Other physics of knockback

  • If a Meteor Smash is landed on a grounded opponent, they will be sent upwards with slightly reduced knockback (20% less in Brawl).
  • If a character is hit while charging a smash attack, they will take slightly more knockback (20% more in Brawl).
  • Based on type effectiveness, Pokémon Trainer's Pokémon will take more or less knockback from certain moves.
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