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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%. [http://kuroganehammer.com/Smash4/Formulas] 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), | 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%. [http://kuroganehammer.com/Smash4/Formulas] 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), [[smash attack]] [[charge]] interruption bonus (1.2x), or the grounded [[meteor smash]] penalty (0.8x), if conditions are met. The first two multipliers are mutually exclusive to each other, as one cannot be crouching and charging a smash attack (even down smash) at the same time. | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
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