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How many KB units is a training room block?

TylerX5

Smash Apprentice
Joined
Feb 13, 2014
Messages
143
Location
DE
Ya know, the tiles in the training room? I use them constantly for measurements and I wanted to know what each one is equatable to in KB units which seems to be the true universal standard for measurements
 

ThreeSided

Smash Ace
Joined
May 8, 2009
Messages
600
Location
USA, CT
The issue with doing measurements like this is that not all moves send an opponent at the same angle. Especially considering that no move I can think of hits completely horizontally, even if we could give you a unit in knockback each tile represents, it wouldn't really be useful. Throw DI into the mix and all measurements you're making are going to be pretty useless.

While you can obviously still use them to compare the effect of a single move on the same character at different percentages, for just about anything else knockback related it's not gong to do you much good. Even if you do use the tiles for this, due to the angles moves send characters at, you'd be better off just measuring the tiles as units themselves since they're not actually going to translate into knockback units.

That being said, there are technically units for knockback, but they're the coded units, and they aren't very useful to know. Understanding which moves tend to kill earlier and what angles they send characters at is much simpler and infinitely more applicable to actual play. While I admire the attempt to quantify an aspect of smash, this is one of those things that you're much better off playing by ear.
 
Last edited:

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
Not to mention, knockback units determine launch velocity, not launch distance. Which means that there's no linear ratio to determine knockback-to-launch distance.
 

TylerX5

Smash Apprentice
Joined
Feb 13, 2014
Messages
143
Location
DE
The issue with doing measurements like this is that not all moves send an opponent at the same angle. Especially considering that no move I can think of hits completely horizontally, even if we could give you a unit in knockback each tile represents, it wouldn't really be useful. Throw DI into the mix and all measurements you're making are going to be pretty useless.

While you can obviously still use them to compare the effect of a single move on the same character at different percentages, for just about anything else knockback related it's not gong to do you much good. Even if you do use the tiles for this, due to the angles moves send characters at, you'd be better off just measuring the tiles as units themselves since they're not actually going to translate into knockback units.

That being said, there are technically units for knockback, but they're the coded units, and they aren't very useful to know. Understanding which moves tend to kill earlier and what angles they send characters at is much simpler and infinitely more applicable to actual play. While I admire the attempt to quantify an aspect of smash, this is one of those things that you're much better off playing by ear.
I don't want to know for playing purposes, only for a greater understanding of the mechanics. I know plenty of useless **** that I will actively search for curiosity.
 

ThreeSided

Smash Ace
Joined
May 8, 2009
Messages
600
Location
USA, CT
I don't want to know for playing purposes, only for a greater understanding of the mechanics. I know plenty of useless **** that I will actively search for curiosity.
In that case, you still need more information. Different knockback amounts will obviously send different weighted characters different distances, so you can't measure KB units in tiles nor vice-versa unless we're talking about a specific weight.
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
Even with a specific weight you can't do it.
50 knockback isn't even enough to know someone over, while 200 will usually kill if you aren't launching them from the other side of the stage. 200 KB units sends way further than 4x 50 KB units. The conversion isn't linear, even if you don't factor in things like angle and gravity, you still have to factor in the fact that KB units convert into launch speed linearly, and since launch speed decays at a set rate, it doesn't convert into launch distance at a set rate. The higher your launch speed, the faster you are traveling initially AND the longer it takes that to decay. Thus the higher the KB, the higher the ratio of KB units to distance launched.
 

steelguttey

mei is bei
Joined
Mar 25, 2014
Messages
1,674
breaking smash knockback into reliable numbers is never a good idea and will never work
 
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