Editing Rage

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==In ''Super Smash Bros. Ultimate''==
==In ''Super Smash Bros. Ultimate''==
Rage returns in ''Ultimate'', though its effects have been [[nerf]]ed. It has a slightly altered formula, which is <code>1 + [(p - 35)/115 * 0.1]</code>. As a result, while it still takes effect past 35% and caps at 150%, it grows at a slower rate, and its maximum possible multiplier is now 1.1× (down from 1.15×). Additionally, it no longer applies to attacks that use set knockback, preventing moves with high set knockback values (such as the aforementioned) from KOing off the top [[blast line]] at disproportionately early percentages. These changes weaken rage as a comeback factor affecting {{SSBU|Lucario}}'s viability, while removing the early KO setups of characters such as {{SSBU|Mario}} and {{SSBU|Samus}}, but also allow for combos to work more consistently. Although the effect of rage has diminished noticeably and it now lacks for the most part the capacity to turn matches around with incredibly early kills, it remains a significant factor in matches since it still boosts the KO potential of heavily damaged fighters. More than most other characters, it still helps Lucario, but also other newcomers with special abilities that make them more powerful and/or grant them exclusive moves when they are damaged; these include {{SSBU|Terry}} with his [[Super Special Move]]s, {{SSBU|Sephiroth}} with his [[Winged Form]] and {{SSBU|Kazuya}} with his own {{uv|Tekken}} inspired {{b|Rage|Kazuya}}.
Rage returns in ''Ultimate'', though its effects have been [[nerf]]ed. It has a slightly altered formula, which is <code>1 + [(p - 35)/115 * 0.1]</code>. As a result, while it still takes effect past 35% and caps at 150%, it grows at a slower rate, and its maximum possible multiplier is now 1.1× (down from 1.15×). Additionally, it no longer applies to attacks that use set knockback, preventing moves with high set knockback values (such as the aforementioned) from KOing off the top [[blast line]] at disproportionately early percentages. These changes weaken rage as a comeback factor affecting {{SSBU|Lucario}}'s viability, while removing the early KO setups of characters such as {{SSBU|Mario}} and {{SSBU|Samus}}, but also allow for combos to work more consistently. Although the effect of rage has diminished noticeably and it now lacks for the most part the capacity to turn matches around with incredibly early kills, it is still a not insignificant factor helping slightly the KO potential of heavily damaged fighters. More than most other characters, it still helps Lucario, but also other newcomers with special abilities that make them more powerful and/or grant them exclusive moves when they are damaged; these include {{SSBU|Terry}} with his [[Super Special Move]]s, {{SSBU|Sephiroth}} with his [[Winged Form]] and {{SSBU|Kazuya}} with his own {{uv|Tekken}} inspired {{b|Rage|Kazuya}}.


While not mentioned in-game, rage now takes effect in Training Mode alongside [[stale-move negation]] if the new Stale Moves option is turned on, allowing for its effects to be tested more conveniently. However, it remains absent from other single player modes.
While not mentioned in-game, rage now takes effect in Training Mode alongside [[stale-move negation]] if the new Stale Moves option is turned on, allowing for its effects to be tested more conveniently. However, it remains absent from other single player modes.

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