Editing Rage

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

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 11: Line 11:
The obvious application of rage is that it allows players at higher damages to score KOs earlier than they would be able to otherwise, which can help aid a losing player staging a comeback. However, rage is not necessarily a comeback-friendly mechanic. It can be used by players with leads to potentially survive for longer, as the player with a lower KO/stock count and damage cannot use their finishers as effectively. Furthermore, the increased knockback from rage can potentially prevent [[combo]]s from working sooner than they normally would, especially in combos that involve set-ups from [[throw]]s with high base knockback, thus preventing highly damaged players from increasing the damage on a less damaged player. Rage can potentially assist stage-specific combos that rely on forcing opponents onto specific platforms, but these combos, even without rage, can be more difficult to perform than standard combos.
The obvious application of rage is that it allows players at higher damages to score KOs earlier than they would be able to otherwise, which can help aid a losing player staging a comeback. However, rage is not necessarily a comeback-friendly mechanic. It can be used by players with leads to potentially survive for longer, as the player with a lower KO/stock count and damage cannot use their finishers as effectively. Furthermore, the increased knockback from rage can potentially prevent [[combo]]s from working sooner than they normally would, especially in combos that involve set-ups from [[throw]]s with high base knockback, thus preventing highly damaged players from increasing the damage on a less damaged player. Rage can potentially assist stage-specific combos that rely on forcing opponents onto specific platforms, but these combos, even without rage, can be more difficult to perform than standard combos.


Generally, [[Weight|heavyweights]] benefit the most from rage, as their greater endurance allows them to both experience rage longer and to a greater degree. Furthermore, most heavyweights are less reliant on combos compared to other characters, allowing for the greater use of increased knockback with little concern of it preventing vital combos. Conversely, characters that can rack up damage quickly without rage can lose out on several combos they can potentially perform when they start building rage, especially those that rely on [[grab]] set-ups, such as {{SSB4|R.O.B.}} Lightweights also do not strongly benefit from rage, as their lower endurance can shrink the window for which they can take advantage of rage. {{SSB4|Lucario}} benefits uniquely from rage, as its signature [[aura]] mechanic increases the damage dealt by all its moves, increasing significantly its overall launching power at higher percents with the two mechanics stacking.  
Generally, [[Weight|heavyweights]] benefit the most from rage, as their greater endurance allows them to both experience rage longer and to a greater degree. Furthermore, most heavyweights are less reliant on combos compared to other characters, allowing for the greater use of increased knockback with little concern of it preventing vital combos. Conversely, characters that can rack up damage quickly without rage can lose out on several combos they can potentially perform when they start building rage, especially those that rely on [[grab]] set-ups, such as {{SSB4|R.O.B.}}. Lightweights also do not strongly benefit from rage, as their lower endurance can shrink the window for which they can take advantage of rage. {{SSB4|Lucario}} benefits uniquely from rage, as its signature [[aura]] mechanic increases the damage dealt by all its moves, increasing significantly its overall launching power at higher percents with the two mechanics stacking.  


Rage applies even to portions of attacks that use [[set knockback]]. This causes abnormal behavior on attacks with linking hits that use high set knockback values in order for the target to keep up with the attacker, such as the initial hits of {{SSB4|Mario}}'s [[Super Jump Punch]], {{SSB4|Peach}}'s [[Peach Parasol]], {{SSB4|Zero Suit Samus}}'s [[Boost Kick]], and {{SSB4|Samus}}'s grounded {{b|Screw Attack|move}}, instead causing them to knock targets much farther away from the attacker and potentially KO them at absurdly low percentages. This is an especially criticized aspect of rage, since characters with a high level of rage and such kinds of moves can pull off extremely rewarding comebacks with comparatively much lower risk, and their playstyle can degenerate to constantly putting opponents into positions where such early KOs are more likely to happen, such as on platforms or as a followup from vertical launching moves, as long as they have rage. Screw Attack is an infamous example of this, as with high rage, Samus can not only [[one-hit KO]] several [[floaty]] and/or [[Weight|light]] characters in midair with the grounded initial hits of the move, but can combo reliably into it from her [[dash attack]], which is already one of her most useful moves.
Rage applies even to portions of attacks that use [[set knockback]]. This causes abnormal behavior on attacks with linking hits that use high set knockback values in order for the target to keep up with the attacker, such as the initial hits of {{SSB4|Mario}}'s [[Super Jump Punch]], {{SSB4|Peach}}'s [[Peach Parasol]], {{SSB4|Zero Suit Samus}}'s [[Boost Kick]], and {{SSB4|Samus}}'s grounded {{b|Screw Attack|move}}, instead causing them to knock targets much farther away from the attacker and potentially KO them at absurdly low percentages. This is an especially criticized aspect of rage, since characters with a high level of rage and such kinds of moves can pull off extremely rewarding comebacks with comparatively much lower risk, and their playstyle can degenerate to constantly putting opponents into positions where such early KOs are more likely to happen, such as on platforms or as a followup from vertical launching moves, as long as they have rage. Screw Attack is an infamous example of this, as with high rage, Samus can not only [[one-hit KO]] several [[floaty]] and/or [[Weight|light]] characters in midair with the grounded initial hits of the move, but can combo reliably into it from her [[dash attack]], which is already one of her most useful moves.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: