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1v1 multiplier: Difference between revisions

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(New Page: {{ArticleIcons|ssbu=y|unofficial=y}} The '''1v1 multiplier''' is a mechanic in ''Super Smash Bros. Ultimate'' designed to speed up matches between two players. In short, when a gam...)
 
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The '''1v1 multiplier''' is a mechanic in ''[[Super Smash Bros. Ultimate]]'' designed to speed up matches between two players. In short, when a game has only two players, and [[item]]s are off, characters take 1.2x damage from all sources.
The '''1v1 multiplier''' is a mechanic in ''[[Super Smash Bros. Ultimate]]'' designed to speed up matches between two players. In short, when a game has only two players, and [[item]]s are off, characters take 1.2x damage from all sources.


The 1v1 multiplier is a damage-taken modifier rather than a damage-given one, and is applied after all other calculations. As a result, it does a few unintuitive things:
The 1v1 multiplier is a damage-taken modifier rather than a damage-given one, and is applied after all other calculations. For example, a move that does 10% damage will hit for 10% damage, and then once all other effects are determined (such as the amount of knockback), an extra 2% damage will be added. As a result, it has a few unintuitive interactions:
* It does not affect the amount of damage needed to KO an opponent. If a move will KO at 120%, it will do so whether the 1v1 multiplier is on or off.
* It does not affect the amount of damage needed to KO an opponent. If a move will KO when it hits an opponent at 120%, it will do so whether the 1v1 multiplier is on or off.
** However, it does mean that the opponent will be at higher damage before the last hit of a multi-hit move connects, and thus the move will effectively KO earlier.
** However, it does mean that the opponent will be at higher damage before the last hit of a multi-hit move connects, and thus the move will effectively KO earlier.
* It does not affect the length of [[hitstun]], [[freeze frame]]s, [[shieldstun]], status effects such as [[bury]] or [[sleep]], and so on.
* It does not affect the length of [[hitstun]], [[freeze frame]]s, [[shieldstun]], status effects such as [[bury]] or [[sleep]], and so on.
* It does not cause attacks to break through [[armor]] earlier.
* It does not cause [[projectile]]s to break through [[reflection]] earlier.
* It does not cause [[projectile]]s to break through [[reflection]] earlier.
* It does not affect the damage received by [[counterattack]]s or [[absorption]] moves.
* It amplifies [[recoil damage]] and [[hoop damage]], but it does not alter [[healing]].
* It amplifies [[recoil damage]] and [[hoop damage]], but it does not alter [[healing]].
* It is active in [[training mode]] when there is only one CPU opponent. Adding more CPUs disables it.
* It is active in [[training mode]] when there is only one CPU opponent. Adding more CPUs disables it.

Revision as of 00:06, January 8, 2019

The 1v1 multiplier is a mechanic in Super Smash Bros. Ultimate designed to speed up matches between two players. In short, when a game has only two players, and items are off, characters take 1.2x damage from all sources.

The 1v1 multiplier is a damage-taken modifier rather than a damage-given one, and is applied after all other calculations. For example, a move that does 10% damage will hit for 10% damage, and then once all other effects are determined (such as the amount of knockback), an extra 2% damage will be added. As a result, it has a few unintuitive interactions:

  • It does not affect the amount of damage needed to KO an opponent. If a move will KO when it hits an opponent at 120%, it will do so whether the 1v1 multiplier is on or off.
    • However, it does mean that the opponent will be at higher damage before the last hit of a multi-hit move connects, and thus the move will effectively KO earlier.
  • It does not affect the length of hitstun, freeze frames, shieldstun, status effects such as bury or sleep, and so on.
  • It does not cause attacks to break through armor earlier.
  • It does not cause projectiles to break through reflection earlier.
  • It does not affect the damage received by counterattacks or absorption moves.
  • It amplifies recoil damage and hoop damage, but it does not alter healing.
  • It is active in training mode when there is only one CPU opponent. Adding more CPUs disables it.

Shields and stage elements are unaffected by the multiplier, though most other player-created objects are (such as Pikmin or K. Rool's belly).