AAA Ola de Calor Cruiserweight Contender Engine

Nathan Frazer vs. Mini Vikingo vs. Jack Cartwheel — #1 Contender Triple Threat Spot Simulator

12PM ET / 9AM PT
📺 FOX (LatAm) | YouTube & FB (Worldwide)
Aerial Trajectory Simulator Triple-Threat Springboard Collision & Tower Dive
2.45s
Aerial Hangtime
4250 J
Kinetic Impact
3.8 m
Apex Height
Ready: Trajectory Vectors & Mid-Air Apexes Calculated
Triple Threat Contenders
Nathan Frazer High-Speed Aerial
Speed 95
Agility 92
Risk 88
Signatures: Phoenix Splash, Springboard Moonsault, Superkick Cascade
Mini Vikingo Lucha Libre Acrobatics
Speed 91
Agility 98
Risk 96
Signatures: 630 Senton, Rope-Walk Hurricanrana, Springboard DDT
Jack Cartwheel Gymnastic Aerialist
Speed 89
Agility 96
Risk 94
Signatures: Cartwheel Space Flying Tiger Drop, Shooting Star Press
Synchronized Broadcast Schedule
Eastern Time (ET) 12:00 PM ET
Pacific Time (PT) 9:00 AM PT
Latin America (FOX) Live FOX Sports Broadcast
Worldwide Digital YouTube & Facebook Live
Match Blueprint & Telemetry

Export real-time aerodynamic calculations, spot choreography vectors, and match card payload.

Hangtime, apex and impact: what this high-flying match engine really computes

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.

Read the narration

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.

What the engine assumes, and what physics says

The engine's formulas

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.

Energy is ½mv²

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.

Height goes with the square of speed

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.

Hangtime is overstated

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 canvas paths are fixed

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.

Try it in the tool

  1. Move Rope Springboard Velocity from 10 to 15 and compare how much Kinetic Impact grows versus Apex Height.
  2. Slide Trajectory Angle from 45 to 75: hangtime and apex rise, but Kinetic Impact stays put.
  3. Switch Spot Routine to Tower of Doom Counter to see the highest base energy (5,100 J) with the lowest hangtime.

Sources and further reading

  1. Projectile motion · Wikipedia

    Time of flight and maximum height formulas used to check the engine's readouts.

  2. Trajectories · HyperPhysics, Georgia State University

    Worked trajectory equations for launch speed and angle.

  3. Kinetic energy · Wikipedia

    Why energy scales with the square of speed.

  4. Standard acceleration of gravity · NIST CODATA

    g = 9.80665 m/s², used in the physics check.

  5. Professional wrestling · Wikipedia

    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.

Super generates helpful tools and automates fact-checking across the internet proactively. If you enjoyed this tool, build your own with Super and share it with a friend.