(→Attacks: added bit on hitbox priority.) |
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** Between 32 and 32.1 knockback the angle scales linearly between 0° and 44° | ** Between 32 and 32.1 knockback the angle scales linearly between 0° and 44° | ||
* When the player hit is airborne the attack will send at 45° | * When the player hit is airborne the attack will send at 45° | ||
=== Hitbox Priority === | |||
If two or more hitboxes hit on the same frame, the hitbox with the lowest Id takes priority and its damage, angle, and knockback values are applied. | |||
Values are listed in order of lowest id, and thus highest priority, to highest id. | |||
If sequential hitbox ids have identical data, their values are only listed once. | |||
== Defensive Mechanics == | == Defensive Mechanics == |
Revision as of 19:10, 25 July 2022
Movement
Dash
Dashing is the most important grounded movement option in the game. Quickly flicking the stick to the side causes your character to enter their initial dash animation that has duration and speed dependent on character. From this state you can instantly change direction by flicking your stick to the other side and dashing in that direction (dashdancing). You can also jump, giving you access to important techniques such as wavedashing and jump cancelling. Some characters such as Marth also have dash animations that can be abused to make them very difficult to hit. Dash is however a limited state, from which most attacks cannot be performed directly. Tilts and smash attacks are inaccessible without techniques such as jump cancelling and pivots. You also cannot crouch during dash.
Run
After the initial dash animation ends if your stick is still pushed to the side your character will enter run. Run is a much less useful state than dash as you cannot dashdance but it still has its uses. For one, run can be interrupted by crouching, allowing you to perform any grounded attack (run cancel).
Crouch
Crouching is a very important state. Crouching decreases the size of the player character's hitbox, often to great effect (sheik, puff) and reduces knockback received by a factor of x0.67, allowing you to withstand attacks without being knocked down for longer. This also reduces the hitlag caused by moves.
Jump
Jump moves the player character from the ground to the air. Jumps have a few frames of startup (jumpsquat) that vary per-character and all characters can jump a second time in air, with some characters having several airjumps. Grounded jumps have two variants, a shorthop and a fullhop. shorthopping is performed by releasing the jump button before the end of jumpsquat.
Attacks
Attacks That Send Down
Meteor Smashes
Attacks that send opponents at an angle between 260° and 280° are meteor smashes. These attacks have the property that their knockback can be "meteor cancelled" by jumping or upbing from 8 frames after hitlag ends. Jumping or upbing triggers a 40 frame window beginning the frame after the jump/upb input during which you cannot meteor cancel with jump or upb respectively. Meteor smashes hitstun cannot be reduced by asdi down, however crouch armor still applies.
Spikes
Spikes are attacks that send downwards at an angle outside of the aforementioned meteor smash window. As a result, they cannot be meteor cancelled and are thus extremely effective kill moves. The majority of downwards attacks are meteor smashes which makes spikes highly valuable. Spikes hitstun cannot be reduced by asdi down, however crouch armor still applies.
Sakurai Angle
Attacks with a knockback angle of 361° have a special property of dealing different knockback angles in different contexts.
- When the player being hit is grounded
- If the attack deals up to 32 knockback it will send at 0°
- If the attack deals over 32.1 knockback it will send at 44°
- Between 32 and 32.1 knockback the angle scales linearly between 0° and 44°
- When the player hit is airborne the attack will send at 45°
Hitbox Priority
If two or more hitboxes hit on the same frame, the hitbox with the lowest Id takes priority and its damage, angle, and knockback values are applied.
Values are listed in order of lowest id, and thus highest priority, to highest id.
If sequential hitbox ids have identical data, their values are only listed once.
Defensive Mechanics
Shield
Pressing L or R activates your character's shield. Shield comes out on frame 1 (maybe there are exceptions idklol) and covers most of the character's body. Shield size is highly variable per character with extremes such as Mr. Game & Watch having lots of vulnerable areas (badly phrased) and as shield health is depleted the shield will get smaller and cover less of the character's body. Shields start with 60 health and shield health is depleted at a rate of 0.28 health per frame while shielding and attacks deal damage x0.7 shield health. While not shielding, shield health regenerates at a rate of 0.07 units per frame.
Lightshield
Partially depressing the L or R trigger or holding Z lightshields. Lightshield is larger than regular shield and thus harder to poke, deteriorates at a slower rate, and takes less damage. To compensate, lightshielding increases the shieldstun incurred by blocking attacks and is pushed back further when attacked.
Powershield
Non-Projectile Attacks
For the first 4 frames of shield there is a smaller reflect bubble within the shield. If a non-projectile attack hits this within 4 frames of shield activating the attack will be powershielded, resulting in no shield damage being incurred. The amount of pushback is increased and the shield drop animation can be interrupted with an A move.
Projectiles
For the first 2 frames of shield if a projectile hits the reflect bubble it is reflected with 0.5x damage and no shield damage, shieldstun, pushback, or hitlag is incurred.
Directional Influence
Directional Influence (usually abbreviated as DI) is a mechanic that lets the receiver of an attack affect its trajectory by holding a direction while being hit. DI can be used to make comboing difficult, or to live for longer by DIing to increase travel distance to the blast zone. Effective punish game requires using DI mixups to set up edgeguards or kill.
Smash Directional Influence
Smash directional influence (abbreviated SDI) allows the receiver of an attack to alter their position during hitlag. Upon flicking the stick, the stick's X and Y coordinates will be multiplied by 6 and the player character will be teleported that distance. This can be performed on every hitlag frame except the first, and can be performed several times on the same attack. SDI is useful for escaping multihit moves, infamously decreasing the effectiveness of fox's uThrow uAir combo.
Automatic Smash Directional Influence
Automatic smash directional influence (abbreviated ASDI) is similar to SDI with a few key differences. It multiplies stick values on the last frame of hitlag by 3 thusly moving the player character by half the distance of a comparable SDI and can be buffered. Unlike SDI, you can ASDI from air to ground, making it a very powerful defensive option. ASDI also has the strange property of reading the C-stick values and prioritising them over the analog stick. This allows you to DI in one direction and ASDI in another which unlocks options such as Amsah techs.
Spotdodge
Spotdodging by pressing down while in shield renders the player character fully intangible for some frames, with startup, intangible frames, and endlag varying on a per-character basis, with extremes like Mr. Game & Watch being in lag for more time than he is intangible.
Roll
Rolling by pressing left or right while in shield moves the player character in the direction pressed and gives some frames of intangibility. Framedata and distance moved is dependent on character and sometimes on direction of the roll.
Airdodge
Airdodging by pressing L or R and optionally a direction renders the player character fully intangible while in the air and if a direction is pressed moves them a short distance in that direction. The player character is left helpless after an airdodge. Airdodges are intangible from frame 4 (Except Bowser, whose airdodge is intangible frame 3) and have intangibility duration depending on character. The main use of airdodging is to use the momentum given by a directional airdodge to wavedash.