Kid Icarus Uprising - Super Knockback mechanic is easier by any attack boosts
It's possible for some players to have noticed that they inflict heightened knockback when using certain attacks. I call this Super Knockback, where the enemy takes heavy knockback and is sent flying if they have accumulated enough damage over time from attacks that cause flinching. And as I indicate, yes, this involves the raw damage, rather than the base damage. Weapon modifiers, surprise surprise, can easily bloat this....a bit at least.
I did research on this mechanic, and I found 2 values that are worth documenting: "isVelocityOnly" for attacks, and "storeKnockUpLimit" for weapon types.
"isVelocityOnly" determines whether or not the attack simply shifts the enemy as a wind effect. If it is set to True, it will not cause flinching, nor will it contribute to the Super Knockback in any way. Black Hole's vacuum effect naturally has this set to True. That much also applies to the following attacks, globally with only stated condition:
-Neutral/Air Rapids outside the Club and Cannon families
-Dash Rapids for the Blade and Palm families except for Bullet Blade's Dash Rapids and Pudgy Palm's Back Rapid
-Forward and Side Rapids for the Orbitars family
-Rapids and Shots for Jetstream Orbitars
-Rapids for Somewhat Staff, Wolf Claws, and Poseidon Cannon
-Club Neutral Shot wind effects (but not the the attacks themselves)
As for "storeKnockUpLimit", I can guarantee that this value is the amount of damage that has to be accumulated for the hapless victim to take Super Knockback. Please note that there seems to be a clear recovery rate, which I definitely don't know the details of to begin with other than how it can easily end up effectively increasing the damage amount by reducing the accumulation, but beyond that, I did collect the values to list the Family standards as follows:
-Blades: 80
-Staves: 56
-Claws: 70
-Bows: 76
-Palms: 80
-Clubs: 100
-Cannons: 50
-Orbitars: 60
-Arms: 100
Please note that Somewhat Staff has its own value at 80. It is the SOLE outlier to these values.
Of course, if you're wondering what I was doing, I was attempting to make a video list of Neutral Rapids that do and don't cause flinching for the game's 12th Anniversary. But at this point, I don't know. What I was aiming to do was make a point that there are attacks that fail to cause flinching even when Super Armor isn't in use. Of course, by bringing up about the "isOnlyVelocity" data bit point, I can already make that clear. So I'm not sure I'd want to bother. I can come up with something more inventive for the game's 12th Anniversary anyway.
I can also guarantee that even without modifier shenanigans that bloat everything and invent easy chase garbage, this mechanic would still be practically obscure and generally niche at best.
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