WORK IN PROGRESS |
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FORMULA | EQUATION |
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Training Mode Knockback Formula | ((((((v+bd)/10)+(((v+bd)*bd)/20))*(200/(w+100))*1.4)+18)*(g/100))+b*r |

Variables/Notes: | v = Victim percent bd = Base damage w = Target weight g = KBG b = BKB r = Ratio where: Crouch Cancel = 0.85 Grounded Meteor = 0.8 Charging Smash = 1.2 |

Sample: | |

FORMULA | EQUATION |

VS Mode Knockback Formula | ((((((v+bd*s)/10+(((v+bd*s)*bd*(1-(1-s)*0.3))/20))*1.4*(200/(w+100)))+18)*(g/100))+b)*r |

Variables/Notes: | v = Victim percent bd = Base damage s = Stale move multiplier w = Target weight g = KBG b = BKB r = Ratio where: Rage Multiplier = Variable Crouch Cancel = 0.85 Grounded Meteor = 0.8 Charging Smash = 1.2 |

Sample: | |

FORMULA | EQUATION |

Stale Move Negation Multiplier Formula | 1-Σ(sn/100) |

Variables/Notes: | S1=8.000 S2=7.594 S3=6.782 S4=6.028 S5=5.274 S6=4.462 S7=3.766 S8=2.954 S9=2.200 |

Sample: | |

FORMULA | EQUATION |

Rage Formula | 1+(p-35)*(1.15-1)/(150-35) |

Variables/Notes: | p = Percent p cannot be: <35 >150 |

Sample: | |

FORMULA | EQUATION |

Hitstun Formula | Floor(Knockback*0.4)-1 |

Variables/Notes: | |

Sample: | |

FORMULA | EQUATION |

Shieldstun Formula | Normal Attacks = INT(d/1.72+3)-1 Powershield Normal Attacks = INT(d/2.61+3)-1 Projectile Attacks = INT(d/3.5+3)-1 Powershield Projectile Attacks = INT(d/5.22+3)-1 |

Variables/Notes: | |

Sample: | |

FORMULA | EQUATION |

Hitlag Formula | INT(((d/2.6+5)*e)*h)*c)-1 |

Variables/Notes: | This calculation's results is measured in FAF d = Damage h = Hitlag multiplier e = Electric multiplier (1.5× if electric, 1× otherwise) c = Crouching multiplier (0.67× if crouching, 1× otherwise) 30 frames is the max amount of hitlag able to be dealt |

Sample: | |

FORMULA | EQUATION |

Shield Advantage Formula | Hit Frame - (FAF-1) + Shield Stun + Shield Hitlag - Hitlag |

Variables/Notes: | |

Sample: | |

FORMULA | EQUATION |

Ledge Intangibility Formula | Floor((a*0.2+64)-(p*44/120)) |

Variables/Notes: | a = Airborne frames p = Character percentage Airborne frames cannot be higher than 300 Percentage cannot be higher than 120 Min intangibility granted: 24 frames Max intangibility granted: 124 frames |

Sample: | |

FORMULA | EQUATION |

Rebound Duration Formula | Floor((d*15/8+)7.5) |

Variables/Notes: | d = Damage |

Sample: | |

FORMULA | EQUATION |

Grab Duration Formula | Floor((90+p*1.7)-i) |

Variables/Notes: | p = Target percent i = Input Input: L-stick = 8 Button = 14.3 |

Sample: | |

FORMULA | EQUATION |

Pikmin Grab Duration Formula | Floor((360-p)-i) |

Variables/Notes: | p = Target percent i = Input Input: L-stick = 7 Button = 12.5 |

Sample: | |

FORMULA | EQUATION |

Smash Charge Formula | d*(Held Frames/150) |

Variables/Notes: | d = Damage Megaman Fsmash: d*(Held Frames/86) |

Sample: |