Editing Damage
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 5: | Line 5: | ||
'''Damage''' is the basic measure of how vulnerable a [[character]] is to the [[knockback]] of attacks. At low damages, the character cannot be knocked back very far, and can only be thrown off-stage by the game's most powerful attacks. However, at high damages, attacks deliver considerably more knockback, increasing the risks of severely damaged characters to be [[KO]]'d. | '''Damage''' is the basic measure of how vulnerable a [[character]] is to the [[knockback]] of attacks. At low damages, the character cannot be knocked back very far, and can only be thrown off-stage by the game's most powerful attacks. However, at high damages, attacks deliver considerably more knockback, increasing the risks of severely damaged characters to be [[KO]]'d. | ||
Damage is represented by a numerical percentage that starts at 0% and can rise all the way up to 999%. Despite this formatting, getting to 100% does not mean a character is doomed — the number itself is somewhat arbitrary. This value is displayed as an integer in every game prior to ''Ultimate'', though is only actually measured as such in the original game. In ''Melee'', ''Brawl'', and ''Smash 4'', it is actually a decimal value that is | Damage is represented by a numerical percentage that starts at 0% and can rise all the way up to 999%. Despite this formatting, getting to 100% does not mean a character is doomed — the number itself is somewhat arbitrary. This value is displayed as an integer in every game prior to ''Ultimate'', though is only actually measured as such in the original game. In ''Melee'', ''Brawl'', and ''Smash 4'', it is actually a decimal value that is merely rounded down when displayed. In ''Ultimate'', the value is displayed to one decimal place (with the damage cap rendered as 999.0%). | ||
Each attack deals a set amount of damage, which is then modified by things such as [[stale-move negation]] before the target is launched. An attack that does no damage will not cause targets to [[flinch]] and not produce a regular hit sound, although it will still cause knockback. The damage an attack deals is a significant factor in how much knockback it causes. | Each attack deals a set amount of damage, which is then modified by things such as [[stale-move negation]] before the target is launched. An attack that does no damage will not cause targets to [[flinch]] and not produce a regular hit sound, although it will still cause knockback. The damage an attack deals is a significant factor in how much knockback it causes. | ||
Line 20: | Line 20: | ||
*[[Pikmin Throw|Pikmin latch time]] – Pikmin release a character faster at higher damages. | *[[Pikmin Throw|Pikmin latch time]] – Pikmin release a character faster at higher damages. | ||
*Certain recovery [[items]]: | *Certain recovery [[items]]: | ||
**The [[Fairy Bottle]]'s behavior – it heals | **The [[Fairy Bottle]]'s behavior – it heals the user only if they have 100% or more damage; otherwise it acts as a Throwable item. | ||
**A [[Team Healer]]'s healing power – The more damage the target has, the more damage the item heals. | **A [[Team Healer]]'s healing power – The more damage the target has, the more damage the item heals. | ||
*[[Swimming|Swim time]] – | *[[Swimming|Swim time]] – Higher-damaged characters have less time to swim before panicking, with characters at 96% or higher damage having the shortest swim time. | ||
*[[Donkey Kong]]'s [[forward throw]] – The more damage the grabbed character has, the longer they can be carried, similar to the grab time function. | *[[Donkey Kong]]'s [[forward throw]] – The more damage the grabbed character has, the longer they can be carried, similar to the grab time function. | ||
*[[Instant KO]]s – Many potential Instant KOs, such as [[Danger Zone]]s, [[Giga Bowser Punch]], [[Infernal Climax]], [[Plasma Scream]], [[Triforce of Wisdom]], [[All-Out Attack]], [[Whack]], [[Thwack]], [[Sealing the Keyhole]], and [[Death's Scythe]], will fail to obliterate a character with less than a certain amount of damage and instead cause damage and knockback. | *[[Instant KO]]s – Many potential Instant KOs, such as [[Danger Zone]]s, [[Giga Bowser Punch]], [[Infernal Climax]], [[Plasma Scream]], [[Triforce of Wisdom]], [[All-Out Attack]], [[Whack]], [[Thwack]], [[Sealing the Keyhole]], and [[Death's Scythe]], will fail to obliterate a character with less than a certain amount of damage and instead cause damage and knockback. | ||
Line 31: | Line 31: | ||
*The most damaging single-hit move (excluding [[counter]]s) is the strongest bite of the [[Ultimate Chimera]] in ''Brawl'', inflicting 200% in a single hit. | *The most damaging single-hit move (excluding [[counter]]s) is the strongest bite of the [[Ultimate Chimera]] in ''Brawl'', inflicting 200% in a single hit. | ||
*Considering multi-hitting moves, [[Lugia]]'s Aeroblast in ''Melee'' can deal up to 440% in a little more than 2 seconds if all hits connect. | *Considering multi-hitting moves, [[Lugia]]'s Aeroblast in ''Melee'' can deal up to 440% in a little more than 2 seconds if all hits connect. | ||
*While ''Ultimate'' was the first in the series to display decimal percentages on-screen, decimal points have actually been used in every ''Smash'' game since ''Melee''. Up until ''Smash 4'', the game would | *While ''Ultimate'' was the first in the series to display decimal percentages on-screen, decimal points have actually been used in every ''Smash'' game since ''Melee''. Up until ''Smash 4'', the game would round down to the nearest integer and display that number on-screen. | ||
**This caused a side effect where attacks seemingly had inconsistent damage output in certain circumstances because the hidden decimal would | **This caused a side effect where attacks seemingly had inconsistent damage output in certain circumstances because the hidden decimal would role into the next integer, which would be reflected on-screen. | ||
**Another side effect was that players would occasionally be forced to go into [[Sudden Death]] because they have the same | **Another side effect was that players would occasionally be forced to go into [[Sudden Death]] because they have the same percentage on-screen when time runs out despite technically having a difference of less than 1% in the background. | ||
==See also== | ==See also== |