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Does Peach's float negate shorthop knockback multipliers?
How does move-staling work with bury-throws?How do I get the shop to refresh, and how often does it refresh?Does playing with a different user active on the Switch create a different file?What does a spirit primary type advantage do?How does the scoring system work for the credits game?What exactly does Wii Fit Trainer's Deep Breathing down special do?What does it mean to “shff fh nair into knee?”
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Someone told me that Peach's float allows her to quickly perform full-strength aerials close to the ground in a short hop-like situation. Is this actually the case?
super-smash-bros-ultimate
add a comment |
Someone told me that Peach's float allows her to quickly perform full-strength aerials close to the ground in a short hop-like situation. Is this actually the case?
super-smash-bros-ultimate
If the down-voter wouldn't mind explaining the downvote, I wouldn't mind improving the question.
– Brandon_J
11 hours ago
1
Not the downvoter, but the latter half where it's asking "why does the game not consider..." is towards game dev and design. That is off-topic here
– Wondercricket
11 hours ago
@Wondercricket thanks
– Brandon_J
10 hours ago
add a comment |
Someone told me that Peach's float allows her to quickly perform full-strength aerials close to the ground in a short hop-like situation. Is this actually the case?
super-smash-bros-ultimate
Someone told me that Peach's float allows her to quickly perform full-strength aerials close to the ground in a short hop-like situation. Is this actually the case?
super-smash-bros-ultimate
super-smash-bros-ultimate
edited 10 hours ago
Brandon_J
asked 11 hours ago
Brandon_JBrandon_J
24613
24613
If the down-voter wouldn't mind explaining the downvote, I wouldn't mind improving the question.
– Brandon_J
11 hours ago
1
Not the downvoter, but the latter half where it's asking "why does the game not consider..." is towards game dev and design. That is off-topic here
– Wondercricket
11 hours ago
@Wondercricket thanks
– Brandon_J
10 hours ago
add a comment |
If the down-voter wouldn't mind explaining the downvote, I wouldn't mind improving the question.
– Brandon_J
11 hours ago
1
Not the downvoter, but the latter half where it's asking "why does the game not consider..." is towards game dev and design. That is off-topic here
– Wondercricket
11 hours ago
@Wondercricket thanks
– Brandon_J
10 hours ago
If the down-voter wouldn't mind explaining the downvote, I wouldn't mind improving the question.
– Brandon_J
11 hours ago
If the down-voter wouldn't mind explaining the downvote, I wouldn't mind improving the question.
– Brandon_J
11 hours ago
1
1
Not the downvoter, but the latter half where it's asking "why does the game not consider..." is towards game dev and design. That is off-topic here
– Wondercricket
11 hours ago
Not the downvoter, but the latter half where it's asking "why does the game not consider..." is towards game dev and design. That is off-topic here
– Wondercricket
11 hours ago
@Wondercricket thanks
– Brandon_J
10 hours ago
@Wondercricket thanks
– Brandon_J
10 hours ago
add a comment |
2 Answers
2
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oldest
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To clarify, the short hop multiplier does not directly change knockback. Instead, it lowers the damage of short hop aerials by 15% (to 85%). The knockback is only reduced because it's calculated after the damage, and opponents with less damage get knockbacked less. This is only a small reduction in knockback.
Back to your question, yes, Peach's (and Daisy's) float negates this multiplier. This makes Peach's (and Daisy's) aerials relatively more damaging and with greater shieldstun. They can be performed anywhere in the air, including close to the ground as per this demonstrative video. This same video later highlights the potency of these aerials' increased damage and shieldstun through combos that rack up damage quickly and imply strong shield pressure.
add a comment |
Yes. If Peach (or Daisy) Float Cancel, they’re not affected by the Short Hop Modifier
@MBorg's answer is right on the money. But I'd like to supplement it with some visuals:
Like they explain, for all characters, any aerial performed out of a shorthop will have a .85x damage modifier attached to it. For example, with an un-staled Ganon down-air performed from both a short and full hop:
(for those of you at home, 23.9 x .85 = 20.315 = ~20.3)
But with Peach, as MBorg has noted, things are a little different...
Here's an un-staled Peach back-air from a short hop, full hop and then a float cancel (please forgive my terribad video editing):
Notice how--while the short hop deals only 12.8%--both the full hop and float cancel clock in at the same amount of damage: 15.1%!
This is something I've seen many players in the community clamoring about nerfing. It's a disadvantage everyone has except Peach! While less damage means less knockback (given the way knockback operates) which means potentially more combos, Peach already has some devastating 0-80% combos with her float cancels as they are!
With Balance Patch 3.1.0 dropping any day now, we'll see if this gets touched...
add a comment |
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2 Answers
2
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2 Answers
2
active
oldest
votes
active
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active
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votes
To clarify, the short hop multiplier does not directly change knockback. Instead, it lowers the damage of short hop aerials by 15% (to 85%). The knockback is only reduced because it's calculated after the damage, and opponents with less damage get knockbacked less. This is only a small reduction in knockback.
Back to your question, yes, Peach's (and Daisy's) float negates this multiplier. This makes Peach's (and Daisy's) aerials relatively more damaging and with greater shieldstun. They can be performed anywhere in the air, including close to the ground as per this demonstrative video. This same video later highlights the potency of these aerials' increased damage and shieldstun through combos that rack up damage quickly and imply strong shield pressure.
add a comment |
To clarify, the short hop multiplier does not directly change knockback. Instead, it lowers the damage of short hop aerials by 15% (to 85%). The knockback is only reduced because it's calculated after the damage, and opponents with less damage get knockbacked less. This is only a small reduction in knockback.
Back to your question, yes, Peach's (and Daisy's) float negates this multiplier. This makes Peach's (and Daisy's) aerials relatively more damaging and with greater shieldstun. They can be performed anywhere in the air, including close to the ground as per this demonstrative video. This same video later highlights the potency of these aerials' increased damage and shieldstun through combos that rack up damage quickly and imply strong shield pressure.
add a comment |
To clarify, the short hop multiplier does not directly change knockback. Instead, it lowers the damage of short hop aerials by 15% (to 85%). The knockback is only reduced because it's calculated after the damage, and opponents with less damage get knockbacked less. This is only a small reduction in knockback.
Back to your question, yes, Peach's (and Daisy's) float negates this multiplier. This makes Peach's (and Daisy's) aerials relatively more damaging and with greater shieldstun. They can be performed anywhere in the air, including close to the ground as per this demonstrative video. This same video later highlights the potency of these aerials' increased damage and shieldstun through combos that rack up damage quickly and imply strong shield pressure.
To clarify, the short hop multiplier does not directly change knockback. Instead, it lowers the damage of short hop aerials by 15% (to 85%). The knockback is only reduced because it's calculated after the damage, and opponents with less damage get knockbacked less. This is only a small reduction in knockback.
Back to your question, yes, Peach's (and Daisy's) float negates this multiplier. This makes Peach's (and Daisy's) aerials relatively more damaging and with greater shieldstun. They can be performed anywhere in the air, including close to the ground as per this demonstrative video. This same video later highlights the potency of these aerials' increased damage and shieldstun through combos that rack up damage quickly and imply strong shield pressure.
answered 5 hours ago
MBorgMBorg
1,519522
1,519522
add a comment |
add a comment |
Yes. If Peach (or Daisy) Float Cancel, they’re not affected by the Short Hop Modifier
@MBorg's answer is right on the money. But I'd like to supplement it with some visuals:
Like they explain, for all characters, any aerial performed out of a shorthop will have a .85x damage modifier attached to it. For example, with an un-staled Ganon down-air performed from both a short and full hop:
(for those of you at home, 23.9 x .85 = 20.315 = ~20.3)
But with Peach, as MBorg has noted, things are a little different...
Here's an un-staled Peach back-air from a short hop, full hop and then a float cancel (please forgive my terribad video editing):
Notice how--while the short hop deals only 12.8%--both the full hop and float cancel clock in at the same amount of damage: 15.1%!
This is something I've seen many players in the community clamoring about nerfing. It's a disadvantage everyone has except Peach! While less damage means less knockback (given the way knockback operates) which means potentially more combos, Peach already has some devastating 0-80% combos with her float cancels as they are!
With Balance Patch 3.1.0 dropping any day now, we'll see if this gets touched...
add a comment |
Yes. If Peach (or Daisy) Float Cancel, they’re not affected by the Short Hop Modifier
@MBorg's answer is right on the money. But I'd like to supplement it with some visuals:
Like they explain, for all characters, any aerial performed out of a shorthop will have a .85x damage modifier attached to it. For example, with an un-staled Ganon down-air performed from both a short and full hop:
(for those of you at home, 23.9 x .85 = 20.315 = ~20.3)
But with Peach, as MBorg has noted, things are a little different...
Here's an un-staled Peach back-air from a short hop, full hop and then a float cancel (please forgive my terribad video editing):
Notice how--while the short hop deals only 12.8%--both the full hop and float cancel clock in at the same amount of damage: 15.1%!
This is something I've seen many players in the community clamoring about nerfing. It's a disadvantage everyone has except Peach! While less damage means less knockback (given the way knockback operates) which means potentially more combos, Peach already has some devastating 0-80% combos with her float cancels as they are!
With Balance Patch 3.1.0 dropping any day now, we'll see if this gets touched...
add a comment |
Yes. If Peach (or Daisy) Float Cancel, they’re not affected by the Short Hop Modifier
@MBorg's answer is right on the money. But I'd like to supplement it with some visuals:
Like they explain, for all characters, any aerial performed out of a shorthop will have a .85x damage modifier attached to it. For example, with an un-staled Ganon down-air performed from both a short and full hop:
(for those of you at home, 23.9 x .85 = 20.315 = ~20.3)
But with Peach, as MBorg has noted, things are a little different...
Here's an un-staled Peach back-air from a short hop, full hop and then a float cancel (please forgive my terribad video editing):
Notice how--while the short hop deals only 12.8%--both the full hop and float cancel clock in at the same amount of damage: 15.1%!
This is something I've seen many players in the community clamoring about nerfing. It's a disadvantage everyone has except Peach! While less damage means less knockback (given the way knockback operates) which means potentially more combos, Peach already has some devastating 0-80% combos with her float cancels as they are!
With Balance Patch 3.1.0 dropping any day now, we'll see if this gets touched...
Yes. If Peach (or Daisy) Float Cancel, they’re not affected by the Short Hop Modifier
@MBorg's answer is right on the money. But I'd like to supplement it with some visuals:
Like they explain, for all characters, any aerial performed out of a shorthop will have a .85x damage modifier attached to it. For example, with an un-staled Ganon down-air performed from both a short and full hop:
(for those of you at home, 23.9 x .85 = 20.315 = ~20.3)
But with Peach, as MBorg has noted, things are a little different...
Here's an un-staled Peach back-air from a short hop, full hop and then a float cancel (please forgive my terribad video editing):
Notice how--while the short hop deals only 12.8%--both the full hop and float cancel clock in at the same amount of damage: 15.1%!
This is something I've seen many players in the community clamoring about nerfing. It's a disadvantage everyone has except Peach! While less damage means less knockback (given the way knockback operates) which means potentially more combos, Peach already has some devastating 0-80% combos with her float cancels as they are!
With Balance Patch 3.1.0 dropping any day now, we'll see if this gets touched...
edited 2 hours ago
answered 2 hours ago
scohe001scohe001
4,31121543
4,31121543
add a comment |
add a comment |
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If the down-voter wouldn't mind explaining the downvote, I wouldn't mind improving the question.
– Brandon_J
11 hours ago
1
Not the downvoter, but the latter half where it's asking "why does the game not consider..." is towards game dev and design. That is off-topic here
– Wondercricket
11 hours ago
@Wondercricket thanks
– Brandon_J
10 hours ago