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) - When a character is hit, both characters stop in place and shake slightly to visualize the hit and give the feeling of impact. It'll always affect both players equally, with 2 exceptions being projectiles (attacker recieves none) and invincible hurtboxes (victim receives none). Hitlag is affected by damage and hitlag multipliers, where damage increases hitlag the higher it is, and hitlag multipliers adjust it by multiplying the base hitlag of the attack, either increasing or reducing it with higher or lower values than 1 respectively (if 0, there is no hitlag at all). A blue line that indicates DI is also present during hitlag, which can be used to react to DI easier. Hitlag is also capped at 30 frames max (20 when crouch canceling).
 * SDI - Lingo for 'Smash Directional Influence'. The ability to slightly move during hitlag, by wiggling the control stick in any direction. SDI can only be done on attacks that possess at least two frames of hitlag (as it only registers as early as the 2nd hitlag frame) and don't have a 0x SDI multiplier. When an SDI input is made, the game won't register another one for 3 frames, although the latest SDI input during this time is buffered. All moves have SDI multipliers, which can either increase or decrease the strength of SDI with higher or lower values than 1 respectively. SDI is also visualized by white effects created around the victim, which can be used to react to SDI mid-combo.


 * If a player takes 5 consecutive hits, the strength of SDI is multiplied by 1.15x, which can increase with another 5, and so on. If a player takes 20 consecutive hits and hasn't left the ground, they may SDI upwards to leave the ground, which is mainly used to escape 's 'Wobelle' loop.


 * Automatic SDI (ASDI) is done simply by holding the control stick in a direction, with no requirement to wiggle the stick. It only exists for moves that have electric, paralyze or crumple effects, as well as on 's 10-hit combo.


 * Shieldlag (Shieldstop) - Mostly the same as hitlag, although is 0.67x the hitlag, making it less. Hitlag multipliers less than 1 are also ignored.
 * Shield SDI - Similar to SDI where you can move slightly during shieldlag by wiggling the stick, although Shield SDI inputs don't prevent another one for any amount of time. Also only applies horizontally; vertical inputs are ignored.
 * Shield Pushback - The distance players move when hitting/their shield is hit. It is exclusively affected by damage, and measured in units, capping out at 1.3 for the victim. Attackers take much less shield pushback than the opponent.
 * 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 - When a player touches the blastzone, they lose a stock, and respawn on a platform with invlunerability and damage reset to 0%. It is possible to K.O. yourself, known as a Self Destruct (S.D.), although it is impossible to S.D. through the top blastzone outside of using a fully charged Waft near the top. If a player is spiked and put into tumble, the bottom blastzone is effectively bigger, as the offscreen zone becomes the blastzone during that time.