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| I agree. [[User:Zixor|Zixor]] ([[User talk:Zixor|talk]]) 04:58, 19 October 2008 (UTC) | | I agree. [[User:Zixor|Zixor]] ([[User talk:Zixor|talk]]) 04:58, 19 October 2008 (UTC) |
| :Your point on Lucario's pummel is true, I've seen it, and then messed around with it, (what I did also proved that Lucario gets stronger as he takes more damage) I've seen that with some attacks he doesn't take a full 1% of damage. Try this, start from zero health, pummel once so hims health isn't 1% then heal, this will determine who is right. [[User:Learner4|Learner4]] ([[User talk:Learner4|talk]]) 13:39, 25 October 2008 (UTC) | | :Your point on Lucario's pummel is true, I've seen it, and then messed around with it, (what I did also proved that Lucario gets stronger as he takes more damage) I've seen that with some attacks he doesn't take a full 1% of damage. Try this, start from zero health, pummel once so hims health isn't 1% then heal, this will determine who is right. [[User:Learner4|Learner4]] ([[User talk:Learner4|talk]]) 13:39, 25 October 2008 (UTC) |
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| == What the numbers mean. ==
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| I have a theory concerning the "arbitrary" meanings of the numbers. At first the inclusion of a "percent" symbol seems fairly stupid, considering there is no apparent effect for going OVER 100. However, is it possible that a character's damage meter determines HOW MUCH of an attack's knockback they suffer? That is to say, a character with 10% damage will take 10% of the knockback distance when hit, while a character will 200% will take double the knockback. This would make damage percentage a knockback multiplier. Is there a way to test this via hacking?
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| ::"there is no apparent effect for going OVER 100" What about it going OVER 9000!!!
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| :Well, it's not that simple, though that theory seems OK. We don't have any numbers for the amount of knockback, AFAIK. And even if we do, how much is, for instance, 700 points of knockback? One hop or the entire length of New Pork City? There's no ''good'' way to test it. {<span style="color:#800080;"><u>''[[User:Espyo|Espyo]]''</u></span><sup>[[User_Talk:Espyo|T]]</sup>} 17:24, May 6, 2010 (UTC)
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| :The game contains no numerical data for knockback? I find that odd. There has to be SOME number assigned to it. How else could stale-move negation work? You are correct about not having any number-to-distance translation, though. Not sure how one would fix that. There's also the question of fixed knockback, and of taking knockback at zero damage. Theoretically, you'd be unable to do anything but flinch at 0%.
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| ::Ok, I was OBVIOUSLY distracted when I said that the knockback didn't work in numbers. Sorry guys. {<span style="color:#800080;"><u>''[[User:Espyo|Espyo]]''</u></span><sup>[[User_Talk:Espyo|T]]</sup>} 21:46, May 6, 2010 (UTC)
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| ::::[[User:Toomai/Moveset tables in progress|this]] [[User:Miles.oppenheimer|<font color="dodgerblue"><span style="font-family:Comic Sans MS;">'''Miles''']] <font color="silver">([[User talk:Miles.oppenheimer|<font color="silver">talk]])</font></font></span></font> 21:33, May 6, 2010 (UTC)
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| :I always had the thought that when the damage meter reaches 100%, that's more of a cue to stop focusing on racking damage and to start trying to actually KO the opponent, as it becomes much easier for many characters to do so starting at around 100%. It's not actually anything technical, it's just supposed to put the player into a different mindset. [[User:B2jammer|b2jammer]] ([[User talk:B2jammer|talk]]) 22:31, 22 May 2015 (EDT)
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