Damage: Difference between revisions

Fixed a typo: 'through' instead of 'though'
m (comma)
(Fixed a typo: 'through' instead of 'though')
Tag: Mobile edit
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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.
*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.
*[[Grab]] time – Characters at high damage can be grabbed for longer periods of time.
*[[Grab]] time – Characters at high damage can be grabbed for longer periods of time.
*Status time – Generally, characters with higher damage are vulnerable for longer from a status effect (such as sleeping). The exception is being [[stun]]ned though a [[shield]] [[Shield break|breaking]] – the more damage a stunned character has, the faster they can recover.
*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.
*[[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).
*[[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).
*[[Hoop damage]] – Characters will not accumulate hoop damage at 150% damage or more.  
*[[Hoop damage]] – Characters will not accumulate hoop damage at 150% damage or more.  
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