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(added the game mechanics category since it's part of the Smash Bros. series.) |
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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 always displayed as an integer, though is only actually measured as such in the original game. In every subsequent game, it is actually a decimal value that is merely rounded down when displayed. | 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 always displayed as an integer, though is only actually measured as such in the original game. In every subsequent game, it is actually a decimal value that is merely rounded down when displayed. | ||
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 | 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 deal is a significant factor in how much knockback it causes. | ||
The following aspects are affected by damage: | The following aspects are affected by damage: |
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