Foxy
Smash Master
I just started on a long and tedious journey to intelligently figure out knockback on moves. I started with Ike, my main, and as the data shows it was on FD (center stage), with a computer set to Control for no DI, a Mario (for a medium-weight character), and there were no diminishing returns.
The chart, however, will allow me to test DI, different stages, and character weights when I have time to do so.
An interesting discovery I made was that FD, BF, and SV all have nearly exactly or exactly the same walls and ceilings.
Anyways, I MADE SCIENCE
NOTES
The chart, however, will allow me to test DI, different stages, and character weights when I have time to do so.
An interesting discovery I made was that FD, BF, and SV all have nearly exactly or exactly the same walls and ceilings.
Anyways, I MADE SCIENCE
NOTES
- +: Fully charged.
- HB: Hitbox. The moves with multiple hitboxes are Fsmash (sweetspot, tip, and behind), Usmash (in front and behind), Dsmash (first swing and second swing), Dtilt (normal and very close), Utilt (in front and behind), Bair (back and front), Dair (blade while opponent is on the ground and head while in the air), Nair (in front, behind, and above), Fair (front and bottom that hits backwards), and Dash (normal and very close).
- DR: Diminishing Returns. They aren't in training mode and none were used so far.
- Wall: If the opponent was blasted off the screen, rather than dying from failed recovery.
- Moves that are blank: Nair's 3rd hitbox wasn't listed because I couldn't hit Mario with the top of the move. I also couldn't land inverted dairs or bairs on him so those respective hitboxes were left out. Once again, he was too short to hit with Fsmash's 3rd hitbox on the backswing.