Nathan Frazer vs. Mini Vikingo vs. Jack Cartwheel — #1 Contender Triple Threat Spot Simulator
Export real-time aerodynamic calculations, spot choreography vectors, and match card payload.
A one-minute painted explainer of the engine's three readouts, checked against real projectile physics, followed by the numbers behind it and where to read more.
This match engine boils a high-flying wrestling spot down to three numbers: hangtime, impact energy, and peak height. Here's what it actually computes. At the defaults, ten metres per second off the ropes at forty-five degrees, the triple-threat collision reads two point four five seconds of air, a three point eight metre apex, and four thousand two hundred fifty joules. The energy is one half m v squared: that figure implies an eighty-five kilogram flyer. Push velocity to fifteen and it more than doubles, to about nine thousand five hundred sixty. Hangtime and apex, though, just scale in a straight line with speed. Real height grows with the square of vertical speed, so the tool's apex grows too slowly as you speed up. Real physics says the default launch rises about two and a half metres. From the top rope, a three point eight metre peak is plausible, but the whole flight to the mat lasts about one point six seconds, not two point four five. So read these as a style meter, not telemetry. Swap the spot, slide the velocity and angle, and see which numbers move together.
Each spot routine has a base hangtime, apex and energy. Hangtime and apex are multiplied by (velocity ÷ 10) × sin(angle) ÷ sin(45°); energy by velocity² ÷ 100. Defaults (Triple-Threat Collision, 10 m/s, 45°): 2.45 s, 3.8 m, 4,250 J.
4,250 J at 10 m/s matches an 85 kg body (½ × 85 × 10²). Because energy goes with speed squared, 15 m/s gives about 9,563 J and 5 m/s about 1,063 J. The angle slider never changes it.
A projectile's rise is (v·sin θ)² ÷ 2g. At 10 m/s and 45° that is about 2.5 m, and at 15 m/s about 5.7 m of rise. The engine's apex grows only in proportion to speed, so fast launches are under-sold.
Launched at 10 m/s and 45°, a body is back at launch height after about 1.44 s (2·v·sin θ ÷ g). Even starting from a top rope about 1.3 m up and falling to the mat, the flight is about 1.6 s, not the engine's 2.45 s.
The animated arcs are pre-drawn curves for each routine; the velocity and angle sliders change the readouts but not the paths. Real spots are choreographed and rehearsed, and both wrestlers work to protect each other.
Time of flight and maximum height formulas used to check the engine's readouts.
Worked trajectory equations for launch speed and angle.
Why energy scales with the square of speed.
g = 9.80665 m/s², used in the physics check.
Background on worked, choreographed matches.
Figures come from the engine's built-in formulas and are compared with textbook projectile physics; they are not measurements of any real wrestler or match.