1v1 multiplier: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(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...) |
No edit summary |
||
Line 3: | Line 3: | ||
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 | 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).