Rage: Difference between revisions

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This mechanic was originally discovered by the Japanese community at the launch of Smash 3DS there and called the 'Hot Hot Effect'. [[Ayuha]] and {{sm|Chibo}} then worked together to make a tutorial video on it and bring the information to the US scene, where Chibo then named it the 'Rage Effect'.
This mechanic was originally discovered by the Japanese community at the launch of Smash 3DS there and called the 'Hot Hot Effect'. [[Ayuha]] and {{sm|Chibo}} then worked together to make a tutorial video on it and bring the information to the US scene, where Chibo then named it the 'Rage Effect'.


The Rage multiplier is 1+[(p-35)*0.15/115], where p is the damage of the attacker if it is between 35% and 150% inclusive, 35 if the damage of the attacker is below 35%, or 150 if the damage of the attacker is above 150%.<ref>http://kuroganehammer.com/Smash4/Formulas</ref> This multiplier is applied to the end of the knockback formula as the variable '''r''', which is a ratio that can also be multiplied by the [[crouching]] penalty or the [[smash attack]] [[charge]] interruption bonus, if conditions are met.
The Rage multiplier is 1+[(p-35)*0.15/115], where p is the damage of the attacker if it is between 35% and 150% inclusive, 35 if the damage of the attacker is below 35%, or 150 if the damage of the attacker is above 150%.<ref>http://kuroganehammer.com/Smash4/Formulas</ref> This multiplier is applied to the end of the knockback formula as the variable '''r''', which is a ratio that can also be multiplied by the [[crouching]] penalty (0.85x), grounded [[meteor smash]] penalty (0.8x) or the [[smash attack]] [[charge]] interruption bonus (1.2x), if conditions are met.


==References==
==References==
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