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The Secret Diary [Luigi's Hitbox Repository]

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
769
Location
Someplace in Canada


THE SECRET DIARY
LUIGI'S HITBOX REPOSITORY

CURRENT COINAGE: 100

DISCLAIMER
(read this you Goombas)

The following is a combination of definite facts and approximate drawings. While the data is certain and the frames are almost certain, BrawlBox is a pain and some rotations are a tricky little piece of crap, so take the bubbles with a grain of salt.

INTRODUCTION
(text text text)

What's a hitbox repository, you ask? It's a place where you put hitbox-related data. Therefore, you'll see informative stuff here.

Note that this is manual drawing, not hacks. Any old sap nowadays can display hitboxes in-game, but they can only show position and size, and you can't see the character's body through them. I'm including some other info here. Not only can you see at a glance which hitbox is the sweetspot (thanks to the alongside numbers), but how big any disjoint is (transparency is cool yo) and an obvious yet unintrisuve angle indicator.

While you may be thinking "beh, this'll be approximate at best", you're not completely right. I lay out these images with up to eight decimal places of precision; usually the hardest part is measuring how big to draw things, which often makes errors obvious.

LEGEND
(the interpreter)

I don't exactly do things by the book all the time. Here's the legend of stuff to look for:

Angle: The angle of a hitbox is displayed as a line. Usually, the angle is given assuming the target is to the right of the attacker; the exception is for if the hitboxes are completely behind the attacker, for which the angle will be shown as reversed. The Sakurai angle is displayed as a star shape, while the autolink angle is displayed with a dash.
Clang: Most hitboxes have a solid border. Those that do not - that is, they have a dashed border - are transcendent.
Type/Effect: The colour of a hitbox and its angle indicator/border show its type and effect - usually this is only important in the Subspace Emissary, but it's also important if you want to know which hitboxes set things on fire and such. If there's demand I'll put a legend in, but it's mostly just there for a splash of colour.
Damage/Knockback: The numbers displayed for each hitbox are its damage, base knockback, and knockback scaling (in that order).
Layering: You can tell by the images that some hitboxes are "on top" of others. These are the hitboxes that "win out" if the target is hit by more than one of the attack's hitboxes at once.

THE REPOSITORY
(let's-a go)

Luigi's Hurtboxes


Hurtbox 1: Waist
Hurtbox 2: Head
Hurtbox 3: Nose
Hurtbox 4: Right upper arm
Hurtbox 5: Left upper arm
Hurtbox 6: Right lower arm
Hurtbox 7: Left lower arm
Hurtbox 8: Right upper leg
Hurtbox 9: Left upper leg
Hurtbox 10: Right lower leg
Hurtbox 11: Left lower leg

This would explain why Luigi doesn't like to stick his neck out for people.

The colours represent which zone the hurtbox is in: lower, middle, or upper.

Jab

Hit 1


Hitbox 0: 3% damage, angle of 90, 20/100 fixed knockback, attached to left lower arm, Hand/Normal
Hitbox 1: 3% damage, angle of 65, 20/100 fixed knockback, attached to left upper arm, Hand/Normal
Hitbox 2: 3% damage, angle of 50, 20/100 fixed knockback, attached to right lower arm, Hand/Normal

So, in case you didn't know already, while the knockback is the same all the way through, the tip of Luigi's lab 1 provides the most lift because of its angle. Of course it's at the top of the stack so hitting with it shouldn't be a challenge.

Hit 2


Hitbox 0: 2% damage, angle of 70, 16/100 fixed knockback, attached to right lower arm, Hand/Normal
Hitbox 1: 2% damage, angle of 60, 20/100 fixed knockback, attached to right upper arm, Hand/Normal
Hitbox 2: 2% damage, angle of 60, 20/100 fixed knockback, attached to left upper arm, Hand/Normal

Just like jab 1, the fist segment of jab 2 has a more vertical angle - but it's much less noticable and a bit weaker. Other than that nothing interesting.

Hit 3


Hitbox 0: 5% damage, angle of *, 30/80 knockback, attached to waist, Butt/Normal, always knocks forwards
Hitbox 1: 5% damage, angle of *, 30/80 knockback, attached to waist, Butt/Normal, always knocks forwards

No, I don't know what the distant hitbox is doing there. Maybe it's there to pad out the shape of the attack after Luigi's rear retreats a bit (this image is the first frame of contact, where the maximum extension is).

F-Tilt

Angled up

Angled side

Angled down

Hitbox 0: 9% damage, angle of *, 2/100 knockback, attached to right lower leg, Foot/Normal
Hitbox 1: 9% damage, angle of *, 2/100 knockback, attached to right upper leg, Foot/Normal
Hitbox 2: 9% damage, angle of *, 2/100 knockback, attached to hip, Foot/Normal

To be honest there's not much I can say about the f-tilt, since all the hitboxes are the same. It's also almost the exact same as Mario's, just with +1 damage and -6 base knockback.

U-Tilt




Hitbox 0: 9% damage, angle of 100, 30/127 knockback, attached to neck, Hand/Normal
Hitbox 1: 9% damage, angle of 100, 30/125 knockback, attached to right lower arm, Hand/Normal
Hitbox 2: 9% damage, angle of 100, 30/123 knockback, attached to right wrist, Hand/Normal

I don't know how much a difference 4 units of knockback growth is, but I don't think it's very much, so don't try too hard to hit with the center of the attack.

D-Tilt

On grounded targets

Hitbox 1: 9% damage, angle of 270, 30/50 knockback, attached to right lower leg, Foot/Normal, 35% trip chance
Hitbox 2: 9% damage, angle of 270, 30/50 knockback, attached to right upper leg, Foot/Normal, 35% trip chance
Hitbox 3: 9% damage, angle of 270, 30/50 knockback, attached to hip, Foot/Normal, 35% trip chance

On aerial targets

Hitbox 0: 9% damage, angle of *, 30/50 knockback, attached to right lower leg, Foot/Normal, 35% trip chance
Hitbox 2: 9% damage, angle of 270, 30/50 knockback, attached to right upper leg, Foot/Normal, 35% trip chance
Hitbox 3: 9% damage, angle of 270, 30/50 knockback, attached to hip, Foot/Normal, 35% trip chance

I don't have a better way to represent ground-only vs. air-only hitboxes, so two images will have to do. Anyway, to those who don't know, being hit by a Meteor Smash while on the ground won't deal any knockback until it gets to about 2000 units of knockback, so at lower percentages the move's trip chance won't be artificially lowered by having the opponent leave the ground. It's also good for surprise meteors if you can actually hit someone with Luigi's leg (the * hit is at the top of the stack, so it hits in a tie).

Dash

Hits 1-6

Hitbox 0: 1% damage, angle of *, 1/80 knockback, attached to nothing, Arm/Normal, 1.6x SDI ability, 0.3x freeze frames
Hitbox 1: 1% damage, angle of *, 1/80 knockback, attached to waist, Arm/Normal, 1.6x SDI ability, 0.3x freeze frames

Hit 7

Hitbox 0: 2% damage, angle of *, 50/100 knockback, attached to nothing, Arm/Normal
Hitbox 1: 2% damage, angle of *, 50/100 knockback, attached to nothing, Arm/Normal
Hitbox 2: 2% damage, angle of *, 50/100 knockback, attached to nothing, Arm/Normal

It's...well, it's Luigi's dash attack. Hits 1-6 use the same hitboxes so I didn't bother taking 6 different pictures (some of which would look the same).

U-Smash




Hitbox 0: 15% damage (21% fully charged), angle of 110, 35/98 knockback, attached to head, Head/Normal
Hitbox 1: 12% damage (16.8% fully charged), angle of 110, 35/98 knockback, attached to hip, Head/Normal

Remember, the angle doesn't actually change during the attack. It's based on what side of Luigi the opponent is on when it hits; the angle was flipped in the first frame because the chance of hitting someone in front of you with it is very low.

D-Smash

Hit 1


Hitbox 0: 16% damage (22.4% fully charged), angle of 120, 40/80 knockback, attached to nothing, Foot/Normal
Hitbox 1: 17% damage (23.8% fully charged), angle of 120, 40/80 knockback, attached to nothing, Foot/Normal

Hit 2


Hitbox 0: 16% damage (22.4% fully charged), angle of 70, 40/80 knockback, attached to nothing, Foot/Normal
Hitbox 1: 17% damage (23.8% fully charged), angle of 70, 40/80 knockback, attached to nothing, Foot/Normal

Since the bigger hitbox is on top of the stack, it's not a cakewalk to hit with the sweetspot. The first hit's range is pretty good; the second one not so much.

F-Smash

Angled up


Hitbox 0: 15% damage (21% fully charged) (+5 on shield), angle of 65, 20/135 knockback, attached to left upper arm, Hand/Slash
Hitbox 1: 15% damage (21% fully charged) (+5 on shield), angle of 65, 20/135 knockback, attached to left upper arm, Hand/Slash
Hitbox 2: 15% damage (21% fully charged) (+5 on shield), angle of 65, 20/135 knockback, attached to left upper arm, Hand/Slash

Angled side


Hitbox 0: 14% damage (19.6% fully charged) (+5 on shield), angle of 55, 20/135 knockback, attached to left upper arm, Hand/Slash
Hitbox 1: 14% damage (19.6% fully charged) (+5 on shield), angle of 55, 20/135 knockback, attached to left upper arm, Hand/Slash
Hitbox 2: 14% damage (19.6% fully charged) (+5 on shield), angle of 55, 20/135 knockback, attached to left upper arm, Hand/Slash

Angled down


Hitbox 0: 13% damage (18.2% fully charged) (+5 on shield), angle of 45, 20/135 knockback, attached to left upper arm, Hand/Slash
Hitbox 1: 13% damage (18.2% fully charged) (+5 on shield), angle of 45, 20/135 knockback, attached to left upper arm, Hand/Slash
Hitbox 2: 13% damage (18.2% fully charged) (+5 on shield), angle of 45, 20/135 knockback, attached to left upper arm, Hand/Slash

Astute observers will notice that the angle is slightly different depending how the attack is angled. You probably don't care cuz you angle it up all the time, but still interesting.

Nair

Clean

Hitbox 0: 14% damage, angle of 90, 20/100 knockback, attached to right lower leg, Foot/Normal
Hitbox 1: 14% damage, angle of 90, 20/100 knockback, attached to left lower leg, Foot/Normal

Late

Hitbox 0: 6% damage, angle of 90, 20/100 knockback, attached to right lower leg, Foot/Normal
Hitbox 1: 6% damage, angle of 90, 20/100 knockback, attached to left lower leg, Foot/Normal

The clean and late hits are in the same position and have the same size; the only difference is the damage.

Fair




Hitbox 0: 10% damage, angle of *, 30/80 knockback, attached to left upper arm, Hand/Normal
Hitbox 1: 10% damage, angle of *, 30/80 knockback, attached to left lower arm, Hand/Normal

Nothing unexpected here at all.

Bair

Clean


Hitbox 0: 12% damage, angle of *, 12/100 knockback, attached to right upper leg, Foot/Normal
Hitbox 1: 12% damage, angle of *, 12/100 knockback, attached to right upper leg, Foot/Normal

Late


Hitbox 0: 8% damage, angle of *, 12/100 knockback, attached to right upper leg, Foot/Normal
Hitbox 1: 8% damage, angle of *, 12/100 knockback, attached to right upper leg, Foot/Normal

Just like the nair, the clean and late hit are identical except for the damage.

Uair

Part 1



Hitbox 0: 13% damage, angle of 55, 0/100 knockback, attached to right upper leg, Foot/Normal
Hitbox 1: 13% damage, angle of 55, 0/100 knockback, attached to right lower leg, Foot/Normal

Part 2



Hitbox 0: 7% damage, angle of 55, 0/100 knockback, attached to right upper leg, Foot/Normal
Hitbox 1: 7% damage, angle of 55, 0/100 knockback, attached to right lower leg, Foot/Normal

Remember, the angle is the same the whole way through; it's just flipped based on what side the opponent's likely to be on. Also, with a value of 0, it's impossible for the move to have less base knockback.

Dair




Hitbox 0: 11% damage, angle of *, 20/100 knockback, attached to hip, Foot/Normal
Hitbox 1: 11% damage, angle of *, 20/100 knockback, attached to right lower leg, Foot/Normal
Hitbox 2: 11% damage, angle of 270, 20/100 knockback, attached to right upper leg, Foot/Normal

You can see the meteor smash bubble poking out the right side of the attack (Luigi's right). Since it's on the bottom of the stack, it'll only connect it you miss with the other two hitboxes.

Shield



Nothing too groundbreaking here - somewhat short on the top side, though.

Grabs

Standing


Running


Pivot


Not much to say here.

Pummel


Hitbox 0: 3% damage, angle of *, 40/100 fixed knockback, attached to head, Head/Normal, cannot clang, always knocks forwards
Hitbox 1: 3% damage, angle of *, 40/100 fixed knockback, attached to neck, Head/Normal, cannot clang, always knocks forwards

I'm kind of curious why this pummel has two hitboxes. What's the smaller one going to do? They could have just made the first one bigger if they had a coverage problem.

F-Throw


Throw: 9% damage, angle of 45, 60/65 knockback, Normal

Hey, it's Mario's f-throw again! Poor Luigi, never catches a break.

B-Throw


Hitbox 0: 8% damage, angle of *, 20/100 knockback, attached to victim, Throwing/Normal, cannot clang


Throw: 12% damage, angle of 45, 80/65 knockback, Normal

Hey, it's Mario's b-throw again! Except stronger! (Slightly.)

U-Throw


Throw: 8% damage, angle of 90, 70/72 knockback, Normal

I ain't sayin' it a third time.

D-Throw


Throw: 6% damage, angle of 80, 75/30 knockback, Normal

Or a fourth. Though this version is quite a bit weaker.

Floor (back)

Hit 1

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Foot/Normal, cannot clang
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Foot/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Foot/Normal, cannot clang

Hit 2

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Foot/Normal, cannot clang
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Foot/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Foot/Normal, cannot clang

Woo, floor attacks. Booooring.

Floor (front)

Hit 1

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang

Hit 2

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang

I'm rather curious as to why these hitboxes are so low to the ground.

Floor (trip)

Hit 1

Hitbox 0: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal
Hitbox 1: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal
Hitbox 2: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal

Hit 2

Hitbox 0: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal
Hitbox 1: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal
Hitbox 2: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal

Trip attacks are always so weak for some reason.

Edge (fast)


Hitbox 0: 8% damage (+1 on shield), angle of 45, 110/100 fixed knockback, attached to right foot, Foot/Normal, cannot clang
Hitbox 1: 8% damage (+1 on shield), angle of 45, 110/100 fixed knockback, attached to left foot, Foot/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of 45, 110/100 fixed knockback, attached to head, Foot/Normal, cannot clang
Hitbox 3: 6% damage (+1 on shield), angle of 45, 110/100 fixed knockback, attached to nothing, Foot/Normal, cannot clang

Can you guess whose fast edge attack this is a clone of? Here's a hint - it's not Mewtwo.

Edge (slow)


Hitbox 0: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Foot/Normal, cannot clang
Hitbox 1: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Foot/Normal, cannot clang
Hitbox 2: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Foot/Normal, cannot clang
Hitbox 3: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Foot/Normal, cannot clang

Nothing to say here.

Fireball


Hitbox 0: 6% damage, angle of *, 5/25 knockback, attached to fireball's center, Typeless/Flame, indirect, absorbable, reflectable, always knocks forwards

To be honest, one of the most boring projectiles in the game.

Green Missile

Regular

Hitbox 0: 5% damage (+4 on shield), angle of *, 20/80 knockback, attached to neck, Head/Flame, always knocks forwards

Misfire

Hitbox 0: 25% damage (+4 on shield), angle of *, 20/100 knockback, attached to neck, Head/Flame, always knocks forwards

The formula for the damage of a (non-misfire) Green Missile is D = X * 7/30 + 5, where X is the number of frames you've charged up to 90. Also, as you may know, Luigi's head pokes out a bit (for the non-misfire), so you can get hit without the attacks clanking.

Fire Jump Punch

Ground clean

Hitbox 0: 25% damage, angle of 90, 70/73 knockback, attached to head, Hand/Flame

Air clean

Hitbox 0: 20% damage, angle of 90, 58/72 knockback, attached to head, Hand/Flame

Whiff

Hitbox 0: 1% damage, angle of 80, 1/1 knockback, attached to head, Hand/Coin
Hitbox 1: 1% damage, angle of 80, 1/1 knockback, attached to hip, Hand/Coin

DAT 'STACHE

Also, the whiff can KO in the 90,000% range.

Luigi Cyclone

Ground hit 1

Hitbox 0: 2% damage, angle of 160, 20/60 knockback, attached to chest, Spin/Normal, rehit rate of 8
Hitbox 1: 2% damage, angle of 20, 20/60 knockback, attached to chest, Spin/Normal, rehit rate of 8
Hitbox 2: 2% damage, angle of 160, 20/60 knockback, attached to chest, Spin/Normal, rehit rate of 8
Hitbox 3: 2% damage, angle of 20, 20/60 knockback, attached to chest, Spin/Normal, rehit rate of 8

Ground hit 2

Hitbox 0: 4% damage, angle of 90, 60/115 knockback, attached to left wrist, Spin/Normal
Hitbox 1: 4% damage, angle of 90, 60/115 knockback, attached to right wrist
Hitbox 2: 4% damage, angle of 90, 60/115 knockback, attached to nothing, Spin/Normal

Air hit 1

Hitbox 0: 2% damage, angle of 160, 50/80 knockback, attached to chest, Spin/Normal, rehit rate of 8, always knocks forwards
Hitbox 1: 2% damage, angle of 20, 50/80 knockback, attached to chest, Spin/Normal, rehit rate of 8, always knocks forwards
Hitbox 2: 2% damage, angle of 90, 50/80 knockback, attached to chest, Spin/Normal, rehit rate of 8, always knocks forwards

Air hit 2

Hitbox 0: 4% damage, angle of 90, 60/115 knockback, attached to left wrist, Spin/Normal
Hitbox 1: 4% damage, angle of 90, 60/115 knockback, attached to right wrist
Hitbox 2: 4% damage, angle of 90, 60/115 knockback, attached to nothing, Spin/Normal

Range here is pretty good, but the second hit only exists for one frame. Note that, since the hitboxes of the first hit are attached to Luigi's chest, they don't waggle with his arms. Not sure why the right side (left in the picture) of the grounded first hit seems to hit people the wrong way.

Negative Zone


Unknown data structure

Not going to try and explain this one.

D-taunt


Hitbox 0: 2% damage, angle of 270, 180/100 fixed knockback, attached to nothing, Foot/Normal, rehit rate of 8

The hitbox only exists on frame 45; don't ask me why it has a rehit rate of 8.
 

FIREL

Smash Ace
Joined
Jan 17, 2011
Messages
746
Location
CANADA!!!
Luigi's D-tilt has strange properties.

It can meteor the following people while FACING the ledge and the oppoment hanging onto it
Ganondorf
Peach
Sheik
Captain Falcon
Ike
Snake

It cannot hit (while facing ledge and oppoment is on the ledge)
Marth

It can hit or miss
Samus

The rest get hit with the angle of *.
 

JuxtaposeX

Smash Lord
Joined
Mar 8, 2010
Messages
1,283
Location
Canada
Nice! You're doing this for the younger brother too!
Good stuff Toomai!
Can you do the taunt next? Since its the only one in its category and everything?
 

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
769
Location
Someplace in Canada
It can meteor the following people while FACING the ledge and the oppoment hanging onto it
Ganondorf
Peach
Sheik
Captain Falcon
Ike
Snake

It cannot hit (while facing ledge and oppoment is on the ledge)
Marth

It can hit or miss
Samus

The rest get hit with the angle of *.
This makes sense; some characters' hurtboxes while hanging would be skinny enough that, with Luigi being far enough forward, they'd slip past the * hitbox.
Can you do the taunt next? Since its the only one in its category and everything?
Unfortunately, in the Standard Toomai Order Of Doing Things, taunts come last.
 

FIREL

Smash Ace
Joined
Jan 17, 2011
Messages
746
Location
CANADA!!!
Base Knockback is how much Knockback a move has at 0%.
Knockback Scaling is how much the knockback will grow for each 1%.
Therefore, a move with high knockback scaling can KO a person quicker (takes less damage to KO).
An example of a move with high (extremly high really) knockback scaling is Luigi's Forward Smash.


Though, you might want someone else to explain how the 20 / 100 version works, because i'm not too sure of how it works.
 

FIREL

Smash Ace
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ThunderSt0rm

Smash Champion
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Philadelphia, PA
What about number examples? Or if you could explain a bit more about what happens with Luigi's ftilt where it says 2/100 ( I don't know why I can't understand this..... :/ )
 

JuxtaposeX

Smash Lord
Joined
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Messages
1,283
Location
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What about number examples? Or if you could explain a bit more about what happens with Luigi's ftilt where it says 2/100 ( I don't know why I can't understand this..... :/ )
It means that at low percentage, it doesn't knock them back that much at all, but the higher percentage, the higher it gets knocked back. The knockback growth is based on the base knockback.
So a move with 5/100 would not have the same knockback at high percents as a move with 8/100. I remember in the Mario's backthrow's base knockback was higher than his up-throw's base knockback, but up-throw had a much higher growth. And obviously, bthrow is a much better killer.
 

Chaosgriffin

Smash Ace
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Apr 17, 2009
Messages
773
Location
Texas, where DK planks
ok, jab 3 has high base knockback at 30 but at higher %'s it will not knockyou back as far since its scaling is 80

while ftilt, has a base of 2 and scaling of 100. So to understand this better try this out

go ftilt someone at 0%, they will go no where, while jab 3 at 0% will send them about a dodge roll distance away from you. However since the scalings are different, ftilt will gradually knock them back further and further, thats why ftilt is a better killer than jab 3

i will try to make a graph that compares the two different knockbacks but its not a simple equation
 

FIREL

Smash Ace
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Messages
746
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CANADA!!!
Is there any type of formula or a way to calculate, or is it more of a general statement.
 

Toomai

Smash Ace
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Messages
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Location
Someplace in Canada
Is there any type of formula or a way to calculate, or is it more of a general statement.
Yes there is a formula, but we don't know exactly what it is yet (it's the knockback formula). That said, there a a few things that I do know:
  • Average base knockback seems to be in the 45-55 range, while average knockback growth seems to be around 100.
  • Both base knockback and knockback growth appear to have a linear effect on knockback.
  • Damage dealt appears to have a quadratic effect on knockback.
In other words, while you can compare the knockback values of similarly-damaging attacks, once the damage gets too different or too high it's hard to know what's stronger when.
 

FIREL

Smash Ace
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YESSSSS :falcon:

Most of it is pretty surprising such as d-air where i thought that there would of been 2 separate meteor hitboxes, and the size of Fire jump punch, which I thought that it would of been in the fist.
 

BSP

Smash Legend
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May 23, 2009
Messages
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You're better off PM'ing a Super Mod.

I see Twinkie on right now, why not him?

Or Teczero.
 
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