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Knockback

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"Launch" redirects here. For the Ultimate tournament, seeTournament:Launch.
As the damage meter goes up, so does the knockback of most moves, as seen here withMario'sforward smash onLink.

Knockback (officially referred to as alaunch distance inSuper Smash Bros. Ultimate) is the measure of how far an attack sends its target. For most attacks, knockback increases as damage on a character increases. An example of an attack with high knockback isBowser'sforward smash; it launches opponents very far, so far that at high damages it's more powerful than aHome-Run Bat'ssmash attack.Pikachu'sneutral attack, on the other hand, has very low knockback - it hardly sends opponents anywhere, even at ludicrous damages. Attacks with relatively low knockback tend to be good forcombos.

Basic physics[edit]

The knockback of almost every attack works in tandem with the target'sdamage - it increases as the target's damage gets higher. It is also affected by the target'sweight,gravity, and a few other conditions (such astype effectiveness). While not the primary factor, the damage dealt by an attack is a significant factor in how much knockback it deals - this is the reasonstale moves have less knockback than fresh ones, and the reasonsmash attacks deal significantly more knockback when fullycharged.

Each hitbox of a move has two knockback values: abase knockback and aknockback scaling (also known asknockback growth). Base knockback (officially referred to asundamaged launch distance inUltimate) is the minimum amount of knockback the attack can deliver under normal circumstances, and knockback scaling is a factor that controls how much the knockback increases as damage increases.

Moves with high base knockback can deal high knockback (such as performing a forward smash with theHome-Run Bat), even against fighters who haven't taken much damage, and tend to be more effective at KOing when fighters can easily be sent flying at low damage percentages (such as against lighter fighters, when near the edge of the stage, or when a fighter ishandicapped to sustain more knockback). They are also useful for positional advantages or to set upedgeguarding, as victims can be sent a sufficient distance away from the stage regardless of percentage. Tiny-sized fighters are usually the most vulnerable to getting KO'd by high base knockback attacks, due to having reduced weight, and an increased knockback taken multiplier.

On the other hand, moves with high knockback scaling can reach KO potential more quickly (such as Luigi's forward smash), especially if they have a high damage output, and tend to be more effective at KOing when fighters need to take greater knockback than what a high base knockback attack can deliver on its own (such as against heavier fighters, when far away from a stage's blast line, or when a fighter is handicapped to sustain less knockback). Advanced techniques to extend survival, such asDI andmomentum canceling, are also less effective the stronger a move's knockback scaling is.

InMelee, the highest knockback delivered and received by each character is given in a match'sresults screen, labeled as "Fastest Pitch" and "Top Speed" respectively, though the numbers lack meaning. InBrawl, the velocity applied (in units per 1000 frames) is provided instead of the knockback value (though it's simply knockback divided by 0.03). The unit is given as "mph"; while this would presumably mean "miles per hour", this is obviously not the case, as a 1,000 mph hit would barely send characters anywhere. InSuper Smash Bros. for Nintendo 3DS, knockback units are again shown without a meaning, while inSuper Smash Bros. for Wii U, they are measured in "mph" as inBrawl, though in a lower scale. Strangely enough, knockback for a same move between the two games is actually shown in different scales:Ganondorf'sWarlock Punch, for instance, scores 102 units of knockback againstMario at 0% damage (without other modifiers) inSmash 3DS, while scoring 53 mph under the same conditions inSmash U. Despite these differences among games, they all internally use the same knockback measurement units in accordance to the knockback formula, as evidenced by moves with unchanged damage and knockback values throughout them (such asJigglypuff'sback throw fromMelee toSmash 4) keeping their knockback identical.

The following table gives an idea of various knockback strengths:

Knockback values inBrawl
KnockbackVelocityExample
10333.33One stage builder block per second
33.61120Jigglypuff'sshort hop
43.21440Jigglypuff's first jump
632100Fox dashing (without running)
80.00012666.67The minimum amount of knockback required to causetumbling
102.63420Falco's first jump
131.434381Sheik'sfootstool jump
172.55750The approximate knockback needed to KO from the center ofFinal Destination with theSakurai angle DI'd down.
1866200The approximate knockback needed to KO from the center of Final Destination with the Sakurai angle and no DI.
204.756825The approximate knockback needed to KO from the center of Final Destination with the Sakurai angle DI'd away.
30010000Jigglypuff'sshield jump

InSuper Smash Bros. Ultimate, whenhitstun exceeds 32 frames, the process of the character getting launched is sped up for a duration proportional to the hitstun inflicted. This is especially noticeable near KO percentages, where characters fly away very quickly, then come to a stop almost immediately, effectively causing the launch to execute much faster. The effect is also more noticeable for moves which have high hitstun modifiers, such as Isabelle's neutral attack, which can even trigger the effect before the knockback is strong enough to cause tumbling. Because of this change, the hitstun they experience scales much more slowly at higher knockback values. According to directorMasahiro Sakurai, this change was implemented to increase the overall speed of the game, by reducing the time during which launched characters are incapacitated.[1] The visual and mechanical differences this effect causes on knockback are notorious enough that it is often dubbed "balloon knockback" by the community, as it has similar physics to hitting a balloon in real life. Moves withset knockback retain traditional knockback physics.

Launch rate[edit]

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Launch rate is not to be confused withhandicap.

Launch rate, also known asDamage % inSuper Smash Bros. andDamage Ratio inMelee andBrawl, is a feature in allSuper Smash Bros. games that alters how much knockback is given and received (despite its name inMelee andBrawl, damage is unaffected).

All knockback in a match is multiplied by the launch rate value, which by default is 1.0×. This value can be set from as low as 0.5× (attacks have half knockback) to as high as 2.0× (attacks have double knockback). The minimum launch rate is ideal forcombos, while the maximum launch rate is ideal forKOing opponents at extremely lowpercentages. However, the latter also affected attacks withset knockback up untilSmash 4 andUltimate, causing multihit attacks to not always combo into each other.

In competitive play, nonstandard launch rates are difficult to detect during games, which has led to some tournament matches unintentionally having been played at an incorrect launch rate. A notable example of this was a set betweenArmada andSilentSpectre atPound 4 in 2010 that was played at 0.9×; this remained undiscovered for nine years. The infamous matches betweenkomorikiri andCaptainZack, andZeRo andDabuz atGENESIS 4 are more recent examples. Both matches were being played at a launch rate setting of 0.9×. The latter match gained notoriety, and soon became an inside joke in the community.

There has been some discussion amongBrawl's competitive community as to whether using a launch rate value other than the default 1.0 results in a more healthy metagame; 1.1× is a commonly-mentioned value claimed to make many polarizing attack chains (such as using Sheik's forward tilt into itself endlessly) less viable while also shortening the length of stocks. The idea has never attained serious consideration among tournament organizers.

Angle indicator[edit]

Visual effects known asangle indicators show when a hitbox collides with an opponent; as its name suggests, the angle indicator shows the angle of said hitboxes. InBrawl, angle indicators show different colors depending on who or what they hit. For player one, the angle indicator is red, with the second player's indicator being blue, and so forth. Computer-controlled opponents and objects likeSandbag have white angle indicators. Angle indicators appear inSuper Smash Bros. as small "bubbles" appearing in the direction of the angle. InSmash 4, angle indicators appear as colorful, stylized "debris" flying off of an impact.

Smoke trails also indicate the angle at which a character is knocked away, but only appear when a character has taken a lot of damage, and are thus much less useful. InSmash 4, said smoke trails at higher knockback values are accompanied by thick light trails, colored depending on the player that dealt the knockback.

  • Note the downward facing lines that indicate Donkey Kong's meteor smash.

    Note the downward facing lines that indicate Donkey Kong'smeteor smash.

  • The angle indicator in Super Smash Bros.

    The angle indicator inSuper Smash Bros.

  • An angle indicator in Smash 4.

    An angle indicator inSmash 4.

Formula[edit]

SSB[edit]

(((((p10+p×d20)×w×1.4)+18)×s)+b)×r{\displaystyle \left(\left(\left(\left(\left({p \over 10}+{{p\times d} \over 20}\right)\times w\times 1.4\right)+18\right)\times s\right)+b\right)\times r}

Melee onward[edit]

(((((p10+p×d20)×200w+100×1.4)+18)×s)+b)×r{\displaystyle \left(\left(\left(\left(\left({p \over 10}+{{p\times d} \over 20}\right)\times {200 \over {w+100}}\times 1.4\right)+18\right)\times s\right)+b\right)\times r}

A demonstration of the effect of gravity on knockback, the Shulk on the left uses the hyper Speed Monado Art, increasing his gravity, and as a result, the knockback he sustains.


Starting inBrawl, a second formula is also used to alter knockback based on the target'sgravity:

(g0.075)×5{\displaystyle (g-0.075)\times 5}

The result of this formula increases vertical launch speed if the target enters tumble. As a result, characters with higher gravity get launched faster than those with lower gravity, depending on how vertical the angle is, resulting in fighters with higher gravity stats having worsened vertical survivability, seemingly as an attempt to normalize the effect of combos and multi-hit moves on characters of differing gravity. This formula is also applied to moves that launch opponents downwards, though since vertical launch speed is negative in this case, the result of the formula effectively decreases it slightly instead, reducing the effectiveness ofmeteor smashes on fast fallers.

InUltimate, moves that launch at angles between 70° and 110° now instead cause characters' falling speeds to be homogenized to a set value of 1.8 during hitstun. Furthermore, the additional launch speed from the gravity formula is no longer applied. As a result of these changes, falling speed no longer plays as much of a factor on determining a characters' vertical survivability, and moves that deal vertical knockback are generally easier to survive compared toBrawl andSSB4, thus making vertical survivability among the cast much more consistent than in previous games. Note that weight-independent moves do not homogenize falling speeds or use the different gravity value, so gravity and fall speed (especially the latter) still have an impact on the vertical survivability against those moves.

Variables[edit]

  • p is the percentage of the target, counted after the attack's damage is added. InStamina Mode this is set to 20.
    • InMelee,p is floored pre-hits percentage + sum of hitbox damage(s) dealt to the character that frame, including staling and other modifiers.
  • d is the damage the attack dealt.
    • InSSB andMelee, it is the full damage without countingstale-move negation, except forprojectiles, which use the stale damage and other possible modifiers.
    • InBrawl, it is the damage including the staleness or the freshness bonus.
    • InSmash 4 andUltimate, it is the damage including 0.3x of the staleness or freshness bonus.
  • w is theweight of the target. It is set to 100 if the attack is weight independent. Note that inSSB, heavier characters have a lower weight value than lighter ones, in accordance with the formula.
  • s is the attack's knockback scaling (also known as knockback growth) divided by 100 (so a scaling of 110 is input as 1.1).
  • b is the attack's base knockback.
  • r is a series of ratios based on a number of factors, including:

The total amount of knockback dealt can also be subtracted by the target'sknockback resistance, which is applied after all the other calculations have been made. However, hitboxes that have thebury effect can ignore the knockback resistance.

If the move has a fixed knockback value set, thend is set to that value, andp is always 10. As a result, the knockback dealt is independent of current damage, damage dealt, and ignores stale-move negation's knockback modifiers. However, it still remains dependent on other factors.

To determine how far a character is launched away, the numerical amount of knockback caused is multiplied by 0.03 to calculatelaunch speed, and the initial value of launch speed then decays by 0.051 everyframe, so that the character eventually loses all momentum from the knockback. During this time, character-specific attributes such asair friction are disabled; however,falling speed still takes effect, giving fast fallers better endurance against vertical knockback than others of their weight.

Deadly Blow[edit]

The vibrant "Deadly Blow" effect will appear if an attack does enough knockback to KO the victim.

Deadly Blow is an aesthetic effect inSmash 4 andUltimate. Attacks dealing strong enough knockback to KO opponents before they can act afterwards produce a red-and-black lightning effect on contact. This effect tends to appear slightly after the actual damage percentage at which an attack can start KOing. For example,Jigglypuff'sRest can KO Mario on the 3DS version'sFinal Destination with no DI starting at 60%, but the effect doesn't appear until 62%.

This effect works depending on the distance required to KO the character rather than the actual strength of the knockback; for example, a forward or back throw towards a walk-offblast line will trigger the effect if the throw effectively KOs, even at low damage percentages where it would be otherwise very weak, while strong attacks launching foes from one side of the stage to the other will not display the effect if they don't KO, even if the knockback is strong enough to do so otherwise. Attacks thatfreeze do not produce this effect at any percentage, instead simply causing the screen to flash white. Meteor smashes also do not produce the effect until higher percentages.

The Deadly Blow activating does not necessarily guarantee a KO. The game does not consider stage walls, ceilings, or other obstacles that can otherwise change the trajectory of knockback (thereby preventing or causing a KO) when determining whether the lightning appears.DI Is also not taken into account, meaning players can still save themselves after the effect is displayed if the attack can just barely KO them.

InUltimate, when a move is expected to end the match (that is, when all remaining opponents are on their last stock and hits the last character not already in lethal knockback or aStar KO), this effect is accompanied by a dramatic slowdown alongside a red background and a unique, much more intense sound effect, with the camera zooming in on the character. This is referred to asFinish Zoom byMasahiro Sakurai and his development team.

Other physics of knockback[edit]

Data.pngThis article or section may require additional technical data.
The editor who added this tag elaborates:Knockback reduction from bounce off a surface inSSB
You can discuss this issue on thetalk page oredit this page to improve it.
  • Bouncing off a surface reduces knockbackby 20% inMelee andSmash 4 and 15% inBrawl and 5% inUltimate. Landing ameteor smash orspike on a grounded opponent counts as a bounce, if enough knockback was dealt. Because the bounce occurs after the hit, the amount ofhitstun suffered is not reduced a corresponding amount, meaning that downwards-hitting attacks tend to be excellent combo starters.
    • InMelee, bouncing off a floor from spike only reduces vertical component of knockback velocity by 20%. Meanwhile, bouncing off walls and ceilings reduces total velocity by 20%.
  • In all games, the screen will commonly flash white when a character receives knockback that is greater than or equal to 160 units; however, the screen will flash into a different color when they're launched far by an elemental attack (i.e. red forflame attacks, blue forelectric attacks, etc.).
  • InBrawl, characters that take enough knockback to be senttumbling will slightly damage opponents they run into while flying. This hitbox belongs to the character that dealt the knockback, and inflicts minor damage (usually from 1% to 4%) and knockback depending on how powerfully the character was launched. This is also present inMelee andSmash 64, but only applies to characters who receive knockback after athrow (not countingspecial move grabs likeFalcon/Dark Dive andKoopa Klaw). This property was later removed inSmash 4, where launched opponents simply fly through other characters like in previous games.
    • A similar effect is used against enemies inThe Subspace Emissary,Smash Run andMaster Fortress, known ascareening, or thecannonball effect inSmash 4. When an enemy is defeated, it is sent flying at an angle (depending on the attack that KO'd it) and deals major damage to other enemies it runs into, before disappearing.
  • Characters witharmor will take no knockback, or reduced knockback.
  • InSmash 4 andUltimate, characters at higher percentages deal slightly more knockback, a factor popularly known as "rage".[2] InSmash 4, rage starts building up at 35% damage and caps at 150%, at which the character deals 15% more knockback than normal, or 10% more inUltimate.
  • Characters in the background plane ofJungle Hijinxs take more knockback.
  • InSmash 4,launch speed influence can increase launch speed to a maximum of x1.095 by holding up on thecontrol stick, or decrease it to a minimum of x0.92 by holding down. From update1.0.4 onward, this does not apply if the target is launched at an angle between 65° and 115°, or between 245° and 295°.
  • InSmash 4,buried characters take 30% less knockback from attacks, provided these are strong enough to hit them out of said state.

Set knockback[edit]

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The editor who added this tag elaborates:Need rest of values for SSBU

Set knockback, also referred to asfixed knockback, is a property of some attacks where the amount of knockback dealt by the attack is always the same regardless of the damage the opponent has received so far,stale-move negation, or how much damage the attack does. Moves with this property can be thought of as only having base knockback with no scaling, though this is actually not the case. Usually, set knockback is used for the first hits of anatural combo or multi-hit move, while the last hit deals normal knockback (sometimes called "scaling knockback" to contrast), to make it easier for the entire attack to hit regardless of the opponent's damage. While damage is not a factor for set knockback, the character'sweight still is, so the termsweight-dependent set knockback orweight based knockback are sometimes used. Starting inBrawl, the effect of Damage Ratios (Launch Rates) for fixed knockback was drastically reduced, to the point where the in game Damage Ratio setting would have only a small effect on their knockback. Additionally, Shulk's SmashMonado Art is ignored entirely inSmash 4. However, other modifiers on knockback, such as rage, crouch cancelling, or smash attack charging bonus are still calculated normally, which in the case of rage can lead to unintended early KO setups in normal gameplay. InUltimate, the effect of both types of knockback modifiers on set knockback was removed altogether, so set knockback is much harder to modify.

List of set knockback moves[edit]

Super Smash Bros.[edit]

With the exception ofCaptain Falcon, all characters inSuper Smash Bros. have at least one move with set knockback.

Super Smash Bros. Melee[edit]

Super Smash Bros. Brawl[edit]

Super Smash Bros. 4[edit]

Super Smash Bros. Ultimate[edit]

No knockback[edit]

FromMelee onward, there are certain attacks that deal zero knockback, causing damage as usual but notflinching, meaning that the hit character can still perform any actions while being attacked. Most attacks with no knockback can rack up damage quickly, as they can hit foes repeatedly without launching them away from their range. These moves can also be used to "steal"KOs from opponents infree for all battles, as while they do not cause knockback, they will take ownership of the KO on an already fatally struck opponent. Fox'sBlaster is the most well known example of an attack with no knockback. Due to the fact that it does not deal knockback, it will not interrupt an opponent's moves or force them out of apunishable state such as beingasleep or being stuck in the endinglag of a missedRest.Idle characters inBrawl andSSB4 will also turn around if they are repeatedly struck with moves that deal no knockback, which is noticeable withFox's Blaster.

InMelee,phantom hits usually damage foes, but without any knockback. It is also possible for any character to receive no knockback from attacks by certain factors, such as by beinggiant andmetal simultaneously on a low launch rate battle, and as mentioned above, armor will prevent characters from taking knockback while active.

List of moves with no knockback[edit]

Weight-independent knockback[edit]

Introduced in version 1.1.0 ofSSB4, certain moves are coded to ignore the target's weight when inflicting knockback, instead using a set value of the default 100. As a result, they are much more consistent across the cast when used as set-up hits and similar.

List of moves with weight-independent knockback[edit]

Super Smash Bros. 4[edit]

A few moves not only treat the opponent's weight as 100, but also temporarily set theirgravity to 0.085 andfalling speed to 1.5, making their knockback even less character-dependent. However, since the gravity and falling speed alterations are temporary, the knockback is still heavily affected by them, and so the vertical KO power of such moves is heavily skewed towards fast-falling characters surviving much longer than heavy ones.

Ultimate[edit]

InUltimate, weight independence is now programmable from a standard flag within hitbox scripts, and as such its effect has been homogenised. If active, all fighters are treated as having a weight of 100 when calculating the attack's knockback, and a fall speed of 1.5 and gravity of 0.087 for the first 10 frames of the launch, before reverting back to a fighter's regular fall speed and gravity. Notably, this effect overrides the homogenised fall speed and gravity used by attacks which have an angle between 70˚ and 110˚.

In addition, all throws inMelee treat the opponent's weight as 100.

Lastly, some attack effects have weight independent properties, which include thebury,paralyze, andstun effects. However, only the bury effect can ignoreknockback resistance.

Knockback stacking[edit]

Knockback stacking is the means by which knockback is applied to a target that has already been launched by a previous move. Depending on the game and situation, the new knockback can replace the old knockback entirely, have no effect at all, or have its properties merged with the old knockback. In games where knockback stacking is more common, it is an important aspect to consider forcombos, as a character will have already been launched when hit by a subsequent move, therefore altering the followup move's properties.

InMelee[edit]

InMelee, knockback stacking occurs if both hits are separated by 10 or moreframes, and if the target does not stay on the ground. Otherwise, the second hit's knockback completely replaces the first's. This can lead to noticeable scenarios where strong hits can be canceled into much weaker ones, which is mostly prevalent inteam battles or with certainitems. This also prevents knockback stacking in cases such aswaveshine combos, when a character heavy enough to not be knocked down byFox'sshine is hit back and forth in opposing directions.

Knockback stacking for both hits is done separately for the horizontal and vertical components of their knockback. If both vectors have equal directions on one axis, the stronger component prevails, whereas if they have opposing directions, they are merged via vector addition. This often leads to the resulting knockback having a different angle than either of the previous hits alone. For example, if a character is struck up and right by a strong hit, then up and left by an equally strong hit, the character is sent straight up, due to the horizontal components canceling each other out. In this same example, if the second hit was stronger, the character would be launched up with the second hit's full vertical force, as well as weakly to the left. Knockback stacking occurs even if both hits come from the same character; as a result, there is often residual knockback from a previous hit in a combo, which must be taken into account when trying to follow up.

While knockback stacking alters the resulting angle and launch speed,hitstun always remains the same as if the second hit had struck the target without any merging. However,DI does apply to the resulting knockback vector, so knockback stacking needs to be taken into account for optimal DI. If the victim is grounded and gets spiked towards or in parallel to the ground at non-tumble knockback, they stay grounded, unless the hit also resets.

Brawl onward[edit]

An infographic showing how knockback stacking behaves for Robin's Arcthunder and down aerial combo.

FromBrawl onward, knockback stacking behaves much differently, and its effects have been generally minimized. It now only occurs if both hits come from different sources, and if the second hit's resulting launch speed is lower than 0.8× of the first hit's launch speed at the time the second hit connects. Additionally, the first hit's launch speed and hitstun are retained throughout, instead of being merged and using the second hit's (respectively), and the resulting angle cannot be DIed. Furthermore, if the first hit's launch speed at the time the second hit connects is 2.65× of the second hit's or higher, the second hit's knockback is ignored, though it still applieshitlag. In any other case, the second hit fully overrides the first.

As a result of these changes, knockback stacking is generally no longer a factor for combos from a single character, and it is no longer possible for characters to cancel out strong knockback with significantly weaker attacks. However,hitboxes belonging to articles coded separately from a character, such asBayonetta'sWicked Weaves,Fox'sFox Illusion, and allprojectiles, are considered separate sources, and can thus be subjected to knockback stacking with physical moves from the character that produced them. InSmash 4 andUltimate, this gives certain characters unique advantages with combo finishers, such as withRobin comboingArcthunder (inSmash 4) orArcfire into hisdown aerial'smeteor smash, or Bayonetta comboing herforward smash into her down aerial's meteor smash on aWitch Timed opponent; both of these setups cause the opponent to be launched at amuch lower angle horizontally, better securing KOs near the edge if the meteor smash would otherwise cause the opponent to land onstage.

The resulting angle from knockback stacking is determined by theinverse tangent of both hits' added knockback vectors, with the vertical component divided by the horizontal component. For example, stacking Robin's Arcthunder (50°) and down aerial meteor smash (270°) results in an angle of approximately 17.6°. This also means that moves with completely opposing horizontal strengths cannot stack, while moves with completely opposing vertical strengths will result in a perfectly horizontal angle. Worth noting is that when determining whether two moves can stack, the first hit's launch speed takes thegravity penalty into consideration, while the second hit's does not.

Knockback chart[edit]

The following is a chart demonstrating how much knockback each character sustains inBrawl. While weight is the primary attribute for determining how much knockback a character sustains, there are other attributes that factor in, such as a character's gravity. This results in some characters sustaining more knockback than lighter characters.

The knockback value shown is how much knockback a character sustains when hit with Marth'sCritical Hit at 0%, arranged from least knockback sustained to most knockback sustained.

RankCharacterKnockback sustainedVelocity applied
1Bowser (SSBB)Bowser490.814724
2Donkey Kong (SSBB)Donkey Kong494.66714840
3Snake (SSBB)Snake499.36714981
4King Dedede (SSBB)King Dedede501.415042
5Charizard (SSBB)Charizard504.66715140
6Samus (SSBB)Samus505.33315160
7Ganondorf (SSBB)Ganondorf508.46715254
8Yoshi (SSBB)Yoshi508.715261
9R.O.B. (SSBB)R.O.B.509.53315286
10Wario (SSBB)Wario509.86715296
11Ike (SSBB)Ike513.315399
12Link (SSBB)Link515.63315469
13Captain Falcon (SSBB)Captain Falcon517.13315514
14Lucario (SSBB)Lucario520.03315601
15Ivysaur (SSBB)Ivysaur520.83315625
16Mario (SSBB)Mario525.115753
17Wolf (SSBB)Wolf525.715771
18Luigi (SSBB)Luigi525.915777
19Sonic (SSBB)Sonic531.915957
20Ness (SSBB)Ness532.36715971
21Pit (SSBB)Pit532.815984
22Lucas (SSBB)Lucas534.416032
23Toon Link (SSBB)Toon Link536.216086
24Diddy Kong (SSBB)Diddy Kong536.616098
25Ice Climbers (SSBB)Ice Climbers536.96716109
26Peach (SSBB)Peach539.53316186
27Marth (SSBB)Marth54616380
28Zelda (SSBB)Zelda550.46716514
29Olimar (SSBB)Olimar556.26716688
30Sheik (SSBB)Sheik558.516755
31Zero Suit Samus (SSBB)Zero Suit Samus561.56716847
32Falco (SSBB)Falco561.916857
33Kirby (SSBB)Kirby565.516965
34Pikachu (SSBB)Pikachu56616980
35Meta Knight (SSBB)Meta Knight566.93317008
36Fox (SSBB)Fox573.36717201
37Mr. Game & Watch (SSBB)Mr. Game & Watch574.13317224
38Squirtle (SSBB)Squirtle577.56717327
39Jigglypuff (SSBB)Jigglypuff589.117673

Trivia[edit]

  • All games have a knockback cap of 2500 (or a launch speed of 75 units per frame), fast enough to move from the edge of Battlefield to the center in less than one frame.Smash 4 introduced a cap for vertical launch speed of 10, or a little over 330 units of knockback vertically straight up. Additionally, attacks that surpass a vertical launch speed of 4.7 when crossing the upper blast line will causeStar KOs andScreen KOs to not occur. InUltimate, the vertical launch speed cap was raised to 15, equivalent to 500 units of knockback.
    • Because of this vertical knockback cap inSmash 4, if a fighter were to have an incredibly high fall speed and gravity, it would be impossible to KO them off the upper blast line (unless using an item such as aBeetle), no matter how much knockback they were given. This can be accomplished under specific conditions in the unmodified game, via the use of customs and special smash. InUltimate, this is only possible by meteor smashing opponents off the ground, as fall speeds are set to 1.8 during hitstun for launch angles between 70° and 110°, and requires an even more extreme setup due to the vertical launch speed cap being raised.
  • According toMasahiro Sakurai, the knockback speed up effect seen inUltimate was planned to be implemented in previousSmash games, but ended up being scrapped because it was easy to lose track of characters' positions, especially inSuper Smash Bros. for Nintendo 3DS.
  • Through hacking, the value of damage dealt in the knockback formula can be a negative number, in which case the game will run the calculation as normal, and as such knockback will decrease with percent if the damage is less than -2. Furthermore, a negative knockback value can be calculated, although this will simply result in zero knockback being dealt.

References[edit]

External links[edit]