I can't think of a good way to edit this in at the moment, but I plan to make the initial explanation clearer and differentiate between the base knockback of an attack and the effective knockback once weight and damage are factored in. MaskedMarth (t c) 02:02, 3 December 2008 (UTC)

And falling speed. MaskedMarth (t c) 02:02, 3 December 2008 (UTC)

Don't understand

I actually don't understand anything about knockback. Let's take Ness' and Ganondorf's down aerials as an example. Ness' stomp is arguably the most powerful aerial spike at 0% in Brawl, however deals 12%, and Ganondorf's thunderstomp deals 11% more damage (23%) but has much less knockback, and can't KO at exactly 0% (although can kill as low as 8%). However on grounded opponents and if not Staled, Ganondorf's thunderstomp can KO as low as 90%, unlike Ness' one, which can kill grounded enemys just at very high percents, as 170%. Can anyone explain this? 01:52, September 10, 2009 (UTC)

You appear to be assuming that knockback is only based on damage - while it's certainly important, it's not the critical factor. As said in the article, each move has two knockback values - one says how fast the target flies at 0%, and the second says how much faster it gets for each additional %. Therefore, in your example, Ness' dair has higher base knockback, but Ganondorf's has better knockback scaling. In other words, Ness' starts out more powerful, but Ganondorf's powers up faster, eventually overtaking Ness'. Toomai Glittershine Toomai.png eXemplary Logic 02:09, September 10, 2009 (UTC)

Knockback transfer

A lot of the time in multiplayer (and often in single as well) there's a couple of situtions when a fast-flying tumbling opponent acts like a projectile doing a portion of damage to another. What're the mechanics of this? 11:59, May 24, 2012 (UTC)

Yeah, characters that get hit hard seem to have a sort of hitbox against things they pass. Don't really know anything about it though. Toomai Glittershine Data Node 13:27, May 24, 2012 (UTC)