SSBU Icon.png
This article's title is unofficial.

1v1 multiplier: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 7: Line 7:
**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 attacks to break through [[armor]] earlier except [[King K. Rool (SSBU)|K. Rool]]'s [[Belly Super Armor|belly]].<ref>https://www.youtube.com/watch?v=ci6Zaxdogl4&t=4m44s</ref>
*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 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]].


[[Shield]]s and stage elements are unaffected by the multiplier, though most other player-created objects are (such as [[Olimar (SSBU)|Pikmin]] or [[King K. Rool (SSBU)|K. Rool]]'s [[Belly Super Armor|belly]]).
[[Shield]]s and stage elements are unaffected by the multiplier, though most other player-created objects are (such as [[Olimar (SSBU)|Pikmin]]).


If a match is started with more than two players and items turned off, the 1v1 multiplier does not take place even after there are only two remaining players. However, in [[Training mode]], it actively toggles on and off depending on how many CPU opponents are selected to appear (taking effect during any period there is only one CPU), and spawning items does not affect its presence. This also makes Training the only mode where damage from non-character items can be altered by the 1v1 multiplier.
If a match is started with more than two players and items turned off, the 1v1 multiplier does not take place even after there are only two remaining players. However, in [[Training mode]], it actively toggles on and off depending on how many CPU opponents are selected to appear (taking effect during any period there is only one CPU), and spawning items does not affect its presence. This also makes Training the only mode where damage from non-character items can be altered by the 1v1 multiplier.


[[Category:Damage]]
[[Category:Damage]]

Revision as of 06:34, July 14, 2019

The 1v1 multiplier, officially known as 1-on-1 damage, is a mechanic in Super Smash Bros. Ultimate. First revealed by Masahiro Sakurai at E3 2018, its purpose is to speed up matches between two players. When a match is started with only two players, and items are off, characters take 1.2× damage from all sources.

Unlike most other damage multipliers, the 1v1 multiplier modifies damage taken, rather than damage given, and is applied after all other calculations. For example, a move with a damage output of 10% first inflicts said amount of damage, and then once all byproducts are determined (such as the amount of knockback), an extra 2% is added by the multiplier, for a total of 12% damage. As a result, it has some 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 except K. Rool's belly.[1]
  • 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.

Shields and stage elements are unaffected by the multiplier, though most other player-created objects are (such as Pikmin).

If a match is started with more than two players and items turned off, the 1v1 multiplier does not take place even after there are only two remaining players. However, in Training mode, it actively toggles on and off depending on how many CPU opponents are selected to appear (taking effect during any period there is only one CPU), and spawning items does not affect its presence. This also makes Training the only mode where damage from non-character items can be altered by the 1v1 multiplier.