Gravity Knockback is calculated with the equation ((G*21.6) - 1.84) * 5, where G is the character's gravity attribute (ranges from 0.19 for Fox to 0.05309 to Jigglypuff - gravity values lower than and including Donkey Kong's 0.08505 will actually result in vertical KB reduction)
Plugging fox's gravity into the equation gives us the value 11.32, which is added to the vertical component of KB calculated by either the standard or training mode KB formula (both found
here, but the pre-gravity KB is what you use the SpaceJam calculator for). Horizontal/vertical KB components are found with trigonometry:
horizontal KB component = (standard/training KB) * cos(launch angle of the move)
vertical KB component = (standard/training KB) * sin(launch angle of the move)
add the gravity component to the vertical KB component to get the gravity-adjusted vertical KB component, then plug the old horizontal KB component and the new vertical KB component into the pythagorean theorem:
Gravity-Adjusted KB = sqrt( (old horizontal KB component)^2 + (new vertical KB component)^2 )
Gravity-Adjusted Hitstun = floor(Gravity-Adjusted KB * 0.4) - 1
Rage is only part of the standard VS. mode KB formula (it does not factor in at all to training mode KB, which can be useful). It's a number between 1.0 and 1.15 that the standard KB formula uses as a multiplier in the very last operation, but before gravity is added. To the best of our knowledge, the general order of standard KB/hitstun calculation goes like this:
- Raw KB is calculated from attack damage/staling, target damage, target weight, attack KB growth, and attack base KB (not necessarily in that order)
- Raw KB from step 1 is multiplied by factors for rage, crouch cancel, grounded meteor, and target charging smash (last 3 are constants). This is the Pre-Gravity KB.
- Pre-Gravity KB has the target's Gravity KB component added to its vertical KB component using the process described above. This is the Gravity-Adjusted KB.
- Hitstun is calculated using Gravity-Adjusted KB (the result of steps 1-3). The number of hitstun frames calculated here is not modified by any subsequent step.
Any changes to launch angle/trajectory/KB received by the target that are the result of the target's DI take place after step 4.