Editing Damage
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*[[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. | ||
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*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 roll up to the next integer, which would be reflected on-screen. | **This caused a side effect where attacks seemingly had inconsistent damage output in certain circumstances because the hidden decimal would roll up to 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== |