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 a character only if they have 100% or more damage; otherwise, it acts as a Throwable item.
**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]] – Highly-damaged characters have less time to swim before panicking, with characters at 96% or higher damage having the shortest 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 truncate that value to an integer and display that number on-screen.
*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 integer percentage on-screen when time runs out despite technically having a difference of less than 1% in the background.
**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==

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