Capcom could also alter the dynamics of player - to - player interactions after a fight,
preventing knockbacks and stuns from having an impact.
Not exact matches
If he times his
knockback to
prevent you Blinking, you're dead.
How the combat looks to keep itself fair with a
knockback feature that helps
prevent players from taking too much damage at once.
Usually in juggles the scaling on a moves
knockback on a mid-air opponent would increase to let the opponent «fly» away eventually after too many hits which
prevents potential infinite combos.
In the former two games, the move has set
knockback, but in Brawl onwards it has high base
knockback with low
knockback scaling,
preventing it from acting as an effective KO attack; the slaps also can not harm airborne opponents, impairing the attack's ability to potentially combo into itself.