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Smash Attack Charge Multiplier

KuroganeHammer

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The multiplier is different to Brawl and Melee. A fully-charged smash attack does 1.3671× damage in Melee and 1.4× damage in Brawl. The number in Smash 4 is currently unknown.
Let me present to you evidence to narrow down what the number could be:
This is done in training mode to avoid stale move negation for easy calculations.


move | uncharged values % | charged values %
shulk fsmash | 5, 12 | 7, 17
shulk usmash | 4, 13 | 5, 18
bowser fsmash | 23 | 32
bowser usmash | 20 | 28
Ganon fsmash | 24 | 33
zelda dsmash | 12, 10 | 16, 14
lucina fsmash | 14.75 | 20
lucina dsmash | 9, 13.75 | 13, 19
lucario f-smash | 27.5 | 38
lucario (viktini) fsmash 41.25 | 57

To get the charge data, all I did was use Lucina's f-smash. 14.5 x 1.398 = 20.6205

Adding this number up repeatedly weeded out my other theories on what the charge multiplier could have been.

There was no variance between numbers until about 370% for 1.398 and 1.397 of 1 percent, so I just crossed the one that didn't match up in game out. lol

From this data I can narrow down the new charge multiplier to approximately 1.398x

Edit: people are linking to this, I used wrong data at the time which skewed the test results. Smash 4's Charge multiplier is 1.4x, with Megaman's fsmash getting a bonus for some reason.
 
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Excellent find yet again! Seems like the game is...once again, in-between Melee and Brawl in terms of mechanics. (leaning slightly more towards Melee in this scenario though)
 
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KuroganeHammer

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It's actually closer to Brawl, which is a better thing because of how big blastzones are.

This multiplier is accurate to 3 decimal places, i don't know if it's accurate to 4 or not, but there'll be way too much testing for me to find out with 110% accuracy what the multiplier is when I can just shove this here in a 99% accurate format :3
 

Raijinken

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It makes me wonder why the multiplier is apparently so precise to several decimal places? Why didn't they just set it at 1.4x?
Every little number in there affects knockback distance, so they either calculated it closely for balance's sake, or just picked an arbitrary (and potentially irrational) number that seemed to feel good.
 

Minty_

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Nice work!

This might have been answered elsewhere, but how long does it take to reach a fully charged smash attack in Smash 4? Is it still 60 frames (1 second)? Also, does a character who is charging a smash attack still receive 20% additional knockback?
 
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Cornstalk

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The multiplier seems to be consistent with equipment as well. Testing a standard Bowser vs a Bowser with negative defense, your multiplier gives very comfortable results.

Here's my quick scribbles of data just in case someone is interested or wants to play with the math themselves.
Defense (as a negative number)
uncharged F-smash / charged f-smash (from a standard Bowser)

-85
37 / 51

-84
36 / 51

-83
36 / 51

-82
36 / 51

-81
36 / 51

-80
36 / 50

-79
36 / 50

-78
36 / 50

-77
35-36 / 50

-76
35-36 / 50

-75
35-36 / 49
 

LimitCrown

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The Smash Damage multiplier still seems to be 1.4 when I look at the damage of the smash attacks.
 
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That's because the smash charge multiplier IS still ×1.4

Villager FSmash, uncharged, weak hit: 15%
Villager FSmash, charged, weak hit: 21%
Wii Fit Trainer FSmash, uncharged, strong hit: 15.5%
Wii Fit Trainer FSmash, charged, strong hit: 21.7%
Wii Fit Trainer DSmash, uncharged, strong hit: 10%
Wii Fit Trainer DSmash, charged, strong hit: 14%
Rosalina FSmash, uncharged: 12%
Rosalina FSmash, charged: 16.8%
Luma FSmash, uncharged, strong hit: 7%
Luma FSmash, charged, strong hit: 9.8%

The percent increase in each case is 40%; in other words, ×1.4
 

KuroganeHammer

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Yes, I knew decimal damages were a thing but I didn't expect Lucina's fsmash to go into three decimal places.
 
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Apparently Mega Man's FSmash doesn't give a **** about the standard Smash Charge multiplier

Base damage in mastercore (v1.0.4.): 10%
Base damage ingame (no freshness/staleness)(v1.0.7.): 11.5%
Fully charged damage: 19.5%
Multiplier: ×1.69565 (from 11.5%) / ×1.95 (from 10%)

??!!
 
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I used equipment to lower its uncharged damage down to as close to 10% as I could (at the very least it was lower than like 10.05% or something), and the fully charged damage ended up being 17% so

Idk, still pretty close to ×1.69565
 

LimitCrown

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Unlike every other character's smash attacks, Mega Man's side smash attack doesn't have the usual charging sound effect. It could be a deliberate decision. Do some chargeable projectiles for certain characters' special moves function similarly?
 
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Leonyx

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Villager's FSmash and Olimars Smashes use the standard charge multiplier.
What about Duck Hunt's Fsmash? I guess it's not technically a projectile, but it increases in range with charge like Megaman's.
 

LimitCrown

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What about Duck Hunt's Fsmash? I guess it's not technically a projectile, but it increases in range with charge like Megaman's.
Duck Hunt's side smash attack has the usual smash attack multiplier.

I meant that Mega Man's side smash attack could function like Mewtwo's Shadow Ball.
 
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