Rage: Difference between revisions

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The obvious application of rage is that it allows players at higher damages to land KOs sooner than they would be able to otherwise, which can help aid a losing player staging a comeback, but it can also be used to assist a player with a stock lead in surviving for longer by keeping the opponent's finishing moves at bay. Rage is not necessarily a comeback-friendly mechanic, not just because of that, but also because the increased knockback can prevent [[combo]]s from working sooner than they normally would, especially if the combo involves a setup from a high base knockback throw, making it more difficult for a highly-damaged player to rack up damage on a lower-damaged player. But on the other hand, rage can also assist in combos that rely on greater hitstun, such as stage-specific combos that rely on forcing opponents to close in on platforms to reduce defensive options and refresh the attacker's jumps.
The obvious application of rage is that it allows players at higher damages to land KOs sooner than they would be able to otherwise, which can help aid a losing player staging a comeback, but it can also be used to assist a player with a stock lead in surviving for longer by keeping the opponent's finishing moves at bay. Rage is not necessarily a comeback-friendly mechanic, not just because of that, but also because the increased knockback can prevent [[combo]]s from working sooner than they normally would, especially if the combo involves a setup from a high base knockback throw, making it more difficult for a highly-damaged player to rack up damage on a lower-damaged player. But on the other hand, rage can also assist in combos that rely on greater hitstun, such as stage-specific combos that rely on forcing opponents to close in on platforms to reduce defensive options and refresh the attacker's jumps.


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. Characters that can rack up damage quickly without rage could lose that potential, however, as rage-induced knockback does not actually increase the amount of hitstun a character suffers.
 
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.
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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 (x0.85), [[smash attack]] [[charge]] interruption bonus (x1.2), or the grounded [[meteor smash]] penalty (x0.8), 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.
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 (x0.85), [[smash attack]] [[charge]] interruption bonus (x1.2), or the grounded [[meteor smash]] penalty (x0.8), 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. This multiplier can also be directly applied to the base knockback and knockback scaling of moves, resulting in the same knockback values.


[[Category:Game mechanics]]
[[Category:Game mechanics]]
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