Rage: Difference between revisions

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{{disambig2|the mechanic|the [[Smash Run]] power|Power}}
{{disambig2|the mechanic|the [[Smash Run]] power|Power}}
[[File:SSB4 High Damage Steam.jpeg|right|300px|thumb|The steam being emitted from {{SSB4|Sheik}} and {{SSB4|Yoshi}} provides a visual indication of their rage level.<ref name="PicoftheDay">[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnzgS_pwQ Pic of the Day: May 28, 2014]</ref>]]
[[File:SSB4 High Damage Steam.jpeg|right|300px|thumb|The steam being emitted from {{SSB4|Sheik}} and {{SSB4|Yoshi}} provides a visual indication of their rage level.<ref name="PicoftheDay">[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnzgS_pwQ Pic of the Day: May 28, 2014]</ref>]]
'''Rage''' is a mechanic introduced in ''[[Super Smash Bros. 4]]''. It was originally discovered by the Japanese community at the launch of {{for3ds}} in September 14, 2014, and was first referred to as the "Hot Hot Effect". [[Ayuha]] and {{Sm|Chibo}} worked together to make a tutorial video on it and bring the information to the western scene, where Chibo then named it the "Rage Effect". Rage functions similarly to [[Aura]]: a character's attacks will deal increased [[knockback]] as his or her accumulates more damage, though it does not affect an attack's damage output. Rage begins to take effect past 35%, and caps at 150%. At maximum rage, an attack's knockback will be 15% higher than normal. Rage is visually denoted by characters flashing red and emitting steam when they reach 100%,<ref name="PicoftheDay"/> which become more visually intense as the characters' damage increases until 150%. However, rage starts applying long before the visual indicators appear.
'''Rage''' is a mechanic introduced in ''[[Super Smash Bros. 4]]''. It was originally discovered by the Japanese community at the launch of {{for3ds}} in September 14, 2014, and was first referred to as the "Hot Hot Effect". [[Ayuha]] and {{Sm|Chibo}} worked together to make a tutorial video on it and bring the information to the western scene, where Chibo then named it the "Rage Effect". Rage functions similarly to [[Aura]]: a character's attacks will deal increased [[knockback]] as they accumulate more damage, though it does not affect an attack's damage output. Rage begins to take effect past 35%, and caps at 150%. At maximum rage, an attack's knockback will be 15% higher than normal. Rage is visually denoted by characters flashing red and emitting steam when they reach 100%,<ref name="PicoftheDay"/> which become more visually intense as the characters' damage increases until 150%. However, rage starts applying long before the visual indicators appear.


Rage's multiplier is <code>1 + [(p - 35)/115 * 0.15]</code>, where ''p'' is the damage of the attacker (but no less than 35% and no greater than 150%)<ref>[http://kuroganehammer.com/Smash4/Formulas Super Smash Bros. 4 multipliers at Kurogane Hammer's website]</ref>. Thus, the minimum possible multiplier is 1x (no rage), whereas the maximum possible multiplier is 1.15x (all knockback is increased by 15%). This multiplier is applied to the end of the [[Knockback#Formula|knockback formula]] (as the variable '''''r'''''), alongside other conditional ratios, such as the [[crouching]] penalty (0.85x), [[smash attack]] [[charge]] interruption bonus (1.2x), and grounded [[meteor smash]] penalty (0.8x). 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 values of moves, resulting in the same effective knockback when calculated. Like [[stale-move negation]], rage is not present in single player modes, such as [[Training]], though its visual effects are still present. As such, its effects can only be tested in [[Versus Mode]].
Rage's multiplier is <code>1 + [(p - 35)/115 * 0.15]</code>, where ''p'' is the damage of the attacker (but no less than 35% and no greater than 150%)<ref>[http://kuroganehammer.com/Smash4/Formulas Super Smash Bros. 4 multipliers at Kurogane Hammer's website]</ref>. Thus, the minimum possible multiplier is 1x (no rage), whereas the maximum possible multiplier is 1.15x (all knockback is increased by 15%). This multiplier is applied to the end of the [[Knockback#Formula|knockback formula]] (as the variable '''''r'''''), alongside other conditional ratios, such as the [[crouching]] penalty (0.85x), [[smash attack]] [[charge]] interruption bonus (1.2x), and grounded [[meteor smash]] penalty (0.8x). 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 values of moves, resulting in the same effective knockback when calculated. Like [[stale-move negation]], rage is not present in single player modes, such as [[Training]], though its visual effects are still present. As such, its effects can only be tested in [[Versus Mode]].
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