1. Launch Vectors and Gravity Scaling Dynamics
When an anti-air or launcher connects, the target is assigned an initial velocity vector (v_x, v_y). In each subsequent frame, vertical position updates based on gravitational decay (g):
Position Formula: y(t) = y_0 + v_y * t - 0.5 * g * t^2
To prevent infinite aerial loops, Pokémon Arena 2D incorporates dynamic gravity scaling: each successive hit in a single juggle string increases gravitational pull by 8–12%, causing targets to fall faster.
2. Wall-Splat, Wall-Slide, and Floor Tech Windows
When high-knockback strikes slam a target into stage boundaries, the engine triggers one of three stage collision states:
1. Wall-Splat: Target is pinned against the boundary for 14–20 frames of hitstop, enabling immediate follow-up juggles.
2. Wall-Slide: Target slowly descends along the wall surface, vulnerable to aerial spikes.
3. Floor Tech: Upon impacting the ground, defenders can input directional roll tech to escape corner pressure.
| Knockback State | Engine Duration | Defender Action | Attacker Opportunity |
|---|---|---|---|
| Soft Knockdown | 18 frames grounded | Neutral / Directional Tech | Oki mixup setup |
| Hard Knockdown | 32 frames grounded | Forced delayed wakeup | Guaranteed charged special setup |
| Wall-Bounce | 16 frames rebound | Tech unavailable until apex | Full juggle combo extension |
| Crumple State | 40 frames standing stun | No tech possible | Optimal heavy smash combo route |