1v1 multiplier: Difference between revisions

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(Ok, it seems this is actually a damage terrain problem)
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
 
[[File:1v1_Damage_Comparison.png|thumb|In the first picture, {{SSBU|Bowser}}'s [[forward smash]] deals normal damage to {{SSBU|Yoshi}}. In the second picture, Yoshi receives slightly more damage.]]
[[File:1v1_Damage_Comparison.png|thumb|402px|In the first picture, {{SSBU|Bowser}}'s [[forward smash]] deals normal damage to {{SSBU|Yoshi}}. In the second picture, notice how Yoshi receives slightly more damage.]]
The '''1v1 multiplier''', officially known as '''1-on-1 damage''' (referred to as '''White-Knuckle 1-on-1''' in the initial design document<ref>[https://youtu.be/2Iiu1k16Ukc?t=38s Writing Game Proposals <nowiki>[Work Ethic]</nowiki>]</ref>), is a mechanic in ''[[Super Smash Bros. Ultimate]]''. First revealed by [[Masahiro Sakurai]] at [[E3 2018]], its purpose is to speed up matches between two players. When a match is started with only two players, and [[item]]s are off, characters take 1.2× [[damage]] from all sources. It does not activate if a match is started with more than 2 players and items off even after two players are left standing.
The '''1v1 multiplier''', officially known as '''1-on-1 damage''', is a mechanic in ''[[Super Smash Bros. Ultimate]]''. First revealed by [[Masahiro Sakurai]] at [[E3 2018]], its purpose is to speed up matches between two players. When a match is started with only two players, and [[item]]s are off, characters take 1.2× [[damage]] from all sources. It does not activate if a match is started with more than 2 players and items off even after two players are left standing.


Unlike most other damage multipliers, the 1v1 multiplier modifies damage taken, rather than damage given, and is ignored in many calculations. As a result, it has some unintuitive interactions:
Unlike most other damage multipliers, the 1v1 multiplier modifies damage taken, rather than damage given, and is ignored in many calculations. As a result, it has some unintuitive interactions:
*It does not affect the amount of damage needed to KO an opponent. If a move will KO when it hits an opponent at 120%, it will do so whether the 1v1 multiplier is on or off. The same goes for knockback-based armor, such as {{SSBU|Yoshi}}'s midair jump.
*It does not affect the amount of damage needed to KO an opponent. If a move will KO when it hits an opponent at 120%, it will do so whether the 1v1 multiplier is on or off. The same goes for knockback-based armor, such as {{SSBU|Yoshi}}'s midair jump.
**The sole exception to this is the knockback dealt by damage terrain, such as the Danger Zones on [[The Great Cave Offensive]], and the lave on [[Super Mario Maker]], which is affected by the multiplier.
**The sole exception to this is the knockback dealt by damage terrain, such as the Danger Zones on [[The Great Cave Offensive]], and the lava on [[Super Mario Maker]], which is affected by the multiplier.
**It does mean that the opponent will be at higher damage before the last hit of a multi-hit move connects, and thus the move will effectively KO earlier.
**It does mean that the opponent will be at higher damage before the last hit of a multi-hit move connects, and thus the move will effectively KO earlier.
**Similarly, while the damage necessary to break damage-based [[armour]] is unaffected, the higher damage dealt by previous hits may alter whether the next hit will succeed.  
**Similarly, while the damage necessary to break damage-based [[armor]] is unaffected, the higher damage dealt by previous hits may alter whether the next hit will succeed.
***{{SSBU|King K. Rool}}'s [[Belly Super Armor]] is an exception, as the mechanic must first apply the final post-multiplier damage in order to split the applied damage between K. Rool and his belly, and only then can it decide whether to break. As a result, it breaks slightly earlier, especially when considering [[stale-move negation|freshness]]. <ref>https://www.youtube.com/watch?v=ci6Zaxdogl4&t=4m44s</ref><ref>https://docs.google.com/spreadsheets/d/1QiWT63mHFBLbKn9594ahe1ee22Gf_aowCjrK6Heushk/edit?usp=sharing Compendium that demonstrates 1v1+Freshness against Base Damage VS K. Rool's armor</ref>
***{{SSBU|King K. Rool}}'s [[Belly Super Armor]] is an exception, as the mechanic must first apply the final post-multiplier damage in order to split the applied damage between K. Rool and his belly, and only then can it decide whether to break. As a result, it breaks slightly earlier, especially when considering [[stale-move negation|freshness]].<ref>https://www.youtube.com/watch?v=ci6Zaxdogl4&t=4m44s</ref><ref>[https://docs.google.com/spreadsheets/d/1QiWT63mHFBLbKn9594ahe1ee22Gf_aowCjrK6Heushk/edit?usp=sharing Compendium that demonstrates 1v1+Freshness against Base Damage VS K. Rool's armor]</ref>
**There are cases where the 1v1 multiplier can benefit certain attacks as well. [[Rebel's Guard]] and [[Revenge]] both get higher boosts thanks to them calculating damage before applying their respective effects. As a result of these examples, {{SSBU|Joker}}'s [[Rebellion Gauge]] will fill faster, and {{SSBU|Incineroar}} can get higher damage multipliers.  
**There are cases where the 1v1 multiplier can benefit certain attacks as well. [[Rebel's Guard]] and [[Revenge]] both get higher boosts thanks to them calculating damage before applying their respective effects. As a result of these examples, {{SSBU|Joker}}'s [[Rebellion Gauge]] will fill faster, and {{SSBU|Incineroar}} can get higher damage multipliers.
*It does not affect the length of [[hitstun]], [[hitlag]] or [[shieldstun]], or knockback-dependant status effects, though a separate mechanic results in hitlag being higher in 1v1 matches
*It does not affect the length of [[hitstun]], [[hitlag]] or [[shieldstun]], or knockback-dependant status effects, though a separate mechanic results in hitlag being higher in 1v1 matches
*It does not cause [[projectile]]s to break through [[reflection]] earlier.
*It does not cause [[projectile]]s to break through [[reflection]] earlier.
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