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. |