
this was something dan mentioned during today’s dev stream regarding floorhug - a lot of moves are meant to be floorhuggable at low%, but take longer to knock down than they should because of the knockback values they’re designed around
after thinking a bit on how to implement it, i drew up a concept for reducing the tumble threshold as percent rises
tumble% = 26 - sqrt(modifier * percent), with a modifier value around 0.1
with a modifier of 0.1, this would have very little impact on moves that break floorhug early, but would more significantly affect moves that don’t knock down until mid or high%
for instance, kragg ftilt’s tumble% would only move from 18-24% (lightest to heaviest character) to 15-19%, while maypul dtilt would change from 31-40% to 25-31% and ranno tipper dtilt would change from 41-52% to 31-38%
a higher modifier would increase the change, while a smaller one would decrease it
(small note: this would probably require the team to prevent set knockback moves like jabs or lox ftilt 1 from being able to tumble, since the threshold may fall low enough for that at high%)