Who decides the difficulty of a character to play on Kuroganehammer.com? It seems to be the only thing I find bad and not objective about Kuroganehammer.com. This is extremely subjective, and should be left for the player to decide. Personally, I could play any character in the game, so I sort of find it irrelevant. I also believe anyone can play any character. Like who thinks Mario is harder to play than olimar?
I feel like there's a direct correlation of how many options a character has, and their difficulty rating.
Knockback doesn't seem to scale linearly. 80 knockback puts people in tumble and sends them hardly anywhere, but 160 knockback is almost enough to kill vertically on low ceiling stages.
Aerodrome said: Knockback doesn't seem to scale linearly. 80 knockback puts people in tumble and sends them hardly anywhere, but 160 knockback is almost enough to kill vertically on low ceiling stages.
To elaborate on this, the knockback value is not a unit of distance, but rather a unit of speed. Being hit with 160 units of knockback will send you twice as fast on the initial launch frame compared to 80 units of knockback, not twice as far.
When you get hit, you decellerate at a (mostly) constant rate, which means that it will take twice as long to decellerate from 160 to 0 as it would from 80 to 0. However, the distance you travel while decellerating from 160 to 80 is much greater than the distance you travel while decellerating from 80 to 0.
If you've done any sort of motion in maths or physics, you might have learned that the distance travelled by an object with constant decelleration scales quadratically with the initial velocity. This means that doubling the knockback value will mean the distance launched increases approximately four-fold, tripling the knockback will increase the distance approximately nine-fold, and so on.
Well, that's what my intuition tell me at least, haha. I may be wrong.
Something interesting that you might like to check Aero - my guess is that knockback is directly correllated with air/ground/other speeds in a 100:1 ratio. ie if you get hit with 100 units of knockback, for the first frame of the launch you travel at the same speed as Bowser/Rosa/Robin/Mac (who have a max airspeed of 1) do in the air.
This may also be wrong though, since launch angles make it a lot more fuzzy than air/ground speed which has a clearly defined horizontal axis.