SSBU/Damage & Knockback


 * Damage
 * 1v1 Multiplier
 * Freshness/Staling
 * Blastzone Damage
 * Shield Damage
 * Knockback
 * BKB vs KBG
 * FKB
 * Angle
 * Autolink
 * Sakurai
 * Meteor Smash (Spike)
 * Rage
 * Crouch Canceling
 * Tumble
 * DI
 * LSI
 * Unified Gravity
 * Balloon Knockback
 * Hitlag (hitstop)
 * SDI
 * Shieldlag (Shieldstop)
 * Shield SDI
 * Shield Pushback
 * Hitstun - Hitstun is the state of inactionability a character is in after being hit. Hitstun values are directly based off of knockback values, with some moves having set amounts of bonus hitstun. Calculating hitstun is uniquely complicated, due to how balloon knockback works in Ultimate. The base equation for hitstun is as follows:
 * It is important to note that the minimum hitstun for any attack that flinches a player is 4 frames. As well, once an opponent is put into tumble, balloon knockback’s frame speed modifiers means that the actual amount of hitstun is lowered. There is no known equation for hitstun during balloon knockback. (See also: Balloon Knockback). Since the effect from balloon knockback is constant at 200 knockback and above, we can determine that hitstun increases at a rate of (knockback -200)*0.25 after that point. Pictured below is a graph using these equations, with red being pre-tumble, blue being manually plotted points during balloon knockback, and green being post-ballon knockback values.
 * It is important to note that the minimum hitstun for any attack that flinches a player is 4 frames. As well, once an opponent is put into tumble, balloon knockback’s frame speed modifiers means that the actual amount of hitstun is lowered. There is no known equation for hitstun during balloon knockback. (See also: Balloon Knockback). Since the effect from balloon knockback is constant at 200 knockback and above, we can determine that hitstun increases at a rate of (knockback -200)*0.25 after that point. Pictured below is a graph using these equations, with red being pre-tumble, blue being manually plotted points during balloon knockback, and green being post-ballon knockback values.


 * Forced Landing - Landing during hitstun will provide a player with landing lag equal to either your remaining hitstun plus one frame, or your character’s hard landing lag plus one frame, whichever is higher. This state doesn’t count as a hitstun state and instead counts as landing lag.
 * Hitstun Canceling - After enough time being in hitstun, a player may cancel out of their remaining hitstun with an airdodge or an aerial. The earliest this is possible is frame 40 for an airdodge and frame 45 for an aerial, but as knockback increases, the window to hitstun cancel is also delayed.
 * Shieldstun
 * K.O.s -Top Border doesn’t allow SDs Bottom border higher for spikes