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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 | 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 | **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 [[ | **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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