Rage: Difference between revisions

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Generally, heavyweight characters such as {{SSB4|Bowser}} and {{SSB4|Ganondorf}} benefit the most from rage, as their greater survivability allows them to both experience rage longer and to a greater degree, and the fact that heavyweights rely less on combos allows them to make greater use of the knockback increase, with little concern of it preventing vital combos.
Generally, heavyweight characters such as {{SSB4|Bowser}} and {{SSB4|Ganondorf}} benefit the most from rage, as their greater survivability allows them to both experience rage longer and to a greater degree, and the fact that heavyweights rely less on combos allows them to make greater use of the knockback increase, with little concern of it preventing vital combos.
Basically speaking, both the knockback scaling and base knockback are multiplied by 1.15x. For example, Bowser's forward smash has a base knockback/knockback scaling of 25/98. When he's at full rage, it will be 23/112.7. Another example, Ganondorf's back aerial is 40/89. When at max rage, it's 46/102.35.


Like [[stale-move negation]], Rage is not present in single player modes such as [[Training]] mode. As such, its effects cannot be tested in that mode, requiring the player to do testing in [[Versus mode]] instead.
Like [[stale-move negation]], Rage is not present in single player modes such as [[Training]] mode. As such, its effects cannot be tested in that mode, requiring the player to do testing in [[Versus mode]] instead.