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| | [[Image:damagepercent.jpg|thumb|right]]'''Damage''' is a measure of how vulnerable one is to the [[knockback]] of attacks. A player's damage starts at 0% and can take any decimal number between 0% and 999%; however, the game only displays integers. At low damages, the player cannot be knocked back very far, and can only be thrown off-stage by the game's most powerful attacks. At high damages, the player is knocked back considerably by most attacks, and is at increasing risk of being [[KO]]'d. Though damage is measured in percent, getting to 100% does not mean a character is doomed - the number itself is somewhat arbitrary. Each attack inflicts a set amount of damage ([[Stale-Move Negation]] notwithstanding). |
| {{disambig2|the general mechanic|the display element in particular|Damage meter}}
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| [[File:damagepercent.jpg|thumb|{{SSBB|Mario}} damaging {{SSBB|Link}} in ''Brawl''.]]
| | The following things are affected by damage: |
| '''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.
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| 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 shown as a truncated integer. In ''Ultimate'', the value is displayed to one decimal place (with the damage cap rendered as 999.0%).
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| 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.
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| The following aspects are affected by damage: | |
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| *Knockback – As a character gets more damage, they fly further when hit. Certain attacks have [[set knockback]], and don't apply damage to the knockback formula.
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| *[[Grab]] time – Characters at high damage can be grabbed for longer periods of time.
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| *Status time – Generally, characters with higher damage are vulnerable for longer from a status effect (such as sleeping). The exception is being [[stun]]ned through a [[shield]] [[Shield break|breaking]] – the more damage a stunned character has, the faster they can recover.
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| *[[Ledge recovery]] – Before ''Smash 4'', a character's ledge animations change at 100% or more, becoming more sluggish and providing more invincibility frames. The slower attack also deals more damage (in all games this applies to, [[Captain Falcon]]'s is the sole exception).
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| *[[Magnifying-Glass Damage]] – Characters will not accumulate hoop damage at 150% damage or higher.
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| *[[Jet Hammer]] – Like hoop damage, {{SSBB|King Dedede}} will not be damaged by charging this attack when he has 150% or more damage.
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| *[[Lucario]]'s attack power – The more damage Lucario has, the more damage its [[Aura|aura-based]] attacks do. In ''Brawl'', the power is at its base level when Lucario is at 75%, while it stops decreasing at 20% and caps at 170%.
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| *[[Pikmin Throw|Pikmin latch time]] – Pikmin release a character faster at higher damages.
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| *Certain recovery [[items]]:
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| **The [[Fairy Bottle]]'s behavior – it heals a character only if they have 100% or more damage; otherwise, it acts as a Throwable item.
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| **A [[Team Healer]]'s healing power – The more damage the target has, the more damage the item heals.
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| *[[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.
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| *[[Donkey Kong]]'s [[forward throw]] – The more damage the grabbed character has, the longer they can be carried, similar to the grab time function.
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| *[[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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| In lieu of [[sudden death]], damage is used as a tiebreaker in competitive environments when players have equal [[stock]] remaining. The player with the least damage is considered the winner.
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| ==Trivia==
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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.
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| *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.
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| *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.
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| **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.
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| **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.
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| ==See also==
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| *[[HP]] – The measure of damage in [[Stamina Mode]], which is also used by [[boss]]es.
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| | *Knockback - As a character gets more damage, they fly further when hit. Certain attacks have [[set knockback]], and don't apply. |
| | *[[Grab]] time - Characters at high damage can be grabbed for longer. |
| | *Status time - Generally, characters with higher damage are vulnerable for longer from a status effect (such as sleeping). The exception is being stunned though a shield breaking - the more damage a stunned character has, the faster they can recover. |
| | *Ledge recovery - At 100%, a character's ledge animations change to slower ones. Also, their ledge attack gets more powerful. |
| | *[[Hoop damage]] - Characters stop getting hoop damage when at 150%. |
| | *[[Jet Hammer]] - Like hoop damage, [[King Dedede (SSBB)|King Dedede]] stops getting damaged when at 150%. |
| | *[[Lucario (SSBB)|Lucario]]'s attack power - The more damage Lucario has, the more damage his aura-based attacks do. The power caps at 182%, shown in [[Event 25: The Aura Is With Me|SSBB's 25th single player event match]] |
| | *[[Pikmin Throw|Pikmin latch time]] - Pikmin release a character faster at higher damages. |
| | *A [[Team Healer]]'s healing power - The more damage the target has, the more damage the item heals. |
| | *The [[Pokémon Trainer (SSBB)|Pokemon Trainer]]'s pokemon will run out of energy quicker if they are switched with high damage. |
| | *A character's [[Swimming|swim time]] is affected by how much damage he or she has.If the character has no damage at all they have more time to swim.If they have both hard damage and [[knockback]] the could drown quickly and drift off the screen. |
| | ==See Also== |
| | *[[HP]] - The measure of damage in [[Stamina]] mode, which is also used by [[boss]]es |
| [[Category:Damage| ]] | | [[Category:Damage| ]] |
| [[Category:Game physics]]
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| [[Category:Game mechanics]]
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