Browny
Smash Hater
Double post coz this is gonna take me a while + no quick reply. If you dont understand the physics, well i dont know what I can do lol.
Let us assume brawl is based on real life physics. besides the varying gravity that seems to affect each character and the lack of any acceleration and real-world momentum makes things hard to imagine
Assume that Sonics vertical fall speed due to gravity is -1. This is constant. His dair gives him around -5. Thats not added, dont consider it as -1 + -4 = -5, He falls that much faster during the attack. G&W Uair imparts momentum onto whoever it hits but unlike most of brawl, it imparts acelleration as the change in velocity occurs during a small time frame. Now G&W uair is strong enough to completely override normal gravity but it just isnt enough to stop sonics dair, only just slowing him down. So lets say it imparts +4. since when used on a foe falling at normal speeds (-1), it negates that and brings em to +3. His uair has two bursts. the magnitude of the jump can not be considered as +6 (similarly as before) since its two bursts of +3, multiplied by the time it is active for.
Now how does this all work with homing attack? When homing in on a grounded opponent while used in the air, HA is very fast. possibly in the order of -5. it does not slow down during this time. Also the whole time, the HA is retaining its smooth horizontal velocity (as indicated by my picture) where it starts of very large, and drops off to almost 0 as it nears G&W. So what happened, is HA began travelling to G&W. before it got there, it had max vertical velocity (-5) and very low horizontal. The first burst of the uair interacts with HA. It does not affect the horizontal in any way, however the vertical is reduced to -1. Now the second burst activates, bringing the vertical velocity to +3, which would cause the HA to completely reverse direction and travel on to hit wario. the horizontal velocity remains unaffected. Its these 2 bursts which acted quick enough to give the illusion of a smooth turn, when otherwise it would look like a jagged line bending at 2 points
So basically, it was pure luck that the homing attack went after wario since he was in the exact location it would have gone whether he was there or not. Its a little confusing since brawl likes to randomly decide to apply acelleration sometimes while everything else, it just completely ignores it.
Now the above is all just a theory... it makes sense though. BTW please do not confuse acelleration of attacks with impulses, suchs as wind from TL dair, pits WoI etc. Momentum in brawl does not make any real world sense. Its the same stupid cr@p that allows ganons utilt to spike people (search youtube utilt trix) and of course, momentum cancelling which create impulses that completely negate any current momentum, it varies depending on how fast they were moving. Sonics dair when used to momentum cancel is an example of how real physics should look, and so is G&W uair. G&W upb when used to disrupt momentum is another example of mehanics that make no sense
Let us assume brawl is based on real life physics. besides the varying gravity that seems to affect each character and the lack of any acceleration and real-world momentum makes things hard to imagine
Assume that Sonics vertical fall speed due to gravity is -1. This is constant. His dair gives him around -5. Thats not added, dont consider it as -1 + -4 = -5, He falls that much faster during the attack. G&W Uair imparts momentum onto whoever it hits but unlike most of brawl, it imparts acelleration as the change in velocity occurs during a small time frame. Now G&W uair is strong enough to completely override normal gravity but it just isnt enough to stop sonics dair, only just slowing him down. So lets say it imparts +4. since when used on a foe falling at normal speeds (-1), it negates that and brings em to +3. His uair has two bursts. the magnitude of the jump can not be considered as +6 (similarly as before) since its two bursts of +3, multiplied by the time it is active for.
Now how does this all work with homing attack? When homing in on a grounded opponent while used in the air, HA is very fast. possibly in the order of -5. it does not slow down during this time. Also the whole time, the HA is retaining its smooth horizontal velocity (as indicated by my picture) where it starts of very large, and drops off to almost 0 as it nears G&W. So what happened, is HA began travelling to G&W. before it got there, it had max vertical velocity (-5) and very low horizontal. The first burst of the uair interacts with HA. It does not affect the horizontal in any way, however the vertical is reduced to -1. Now the second burst activates, bringing the vertical velocity to +3, which would cause the HA to completely reverse direction and travel on to hit wario. the horizontal velocity remains unaffected. Its these 2 bursts which acted quick enough to give the illusion of a smooth turn, when otherwise it would look like a jagged line bending at 2 points
So basically, it was pure luck that the homing attack went after wario since he was in the exact location it would have gone whether he was there or not. Its a little confusing since brawl likes to randomly decide to apply acelleration sometimes while everything else, it just completely ignores it.
Now the above is all just a theory... it makes sense though. BTW please do not confuse acelleration of attacks with impulses, suchs as wind from TL dair, pits WoI etc. Momentum in brawl does not make any real world sense. Its the same stupid cr@p that allows ganons utilt to spike people (search youtube utilt trix) and of course, momentum cancelling which create impulses that completely negate any current momentum, it varies depending on how fast they were moving. Sonics dair when used to momentum cancel is an example of how real physics should look, and so is G&W uair. G&W upb when used to disrupt momentum is another example of mehanics that make no sense