Rebellion Gauge: Difference between revisions
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{{ArticleIcons|ultimate=y}} | {{ArticleIcons|ultimate=y}} | ||
The '''Rebellion Gauge''' is {{SSBU|Joker}} | [[File:Joker RebellionGauge Filled.png|thumb|250px|A full Rebellion Gauge, featuring an unmasked {{SSBU|Joker}}.]] | ||
The '''Rebellion Gauge''' is {{SSBU|Joker}}'s [[fighter ability]] in ''[[Super Smash Bros. Ultimate]]''. Filling the gauge unleashes [[Arsène]], Joker's Persona, granting him increased attack power and an alternative [[recovery]] move in [[Wings of Rebellion]]. | |||
==Overview== | ==Overview== | ||
[[File:Joker SSBU Skill Preview Extra 1.png|thumb|250px|Joker summoning [[Arsène]], as shown in ''Ultimate''{{'}}s [[Move List]].]] | |||
The Rebellion Gauge is a gray meter with a black frame, which is present next to Joker's portrait at all times. By default, it has a red splash around it, but if the match is in [[Mementos]] and ''Persona 3'' or ''Persona 4'' music is playing, the splash's color changes to blue or yellow, respectively. As the Rebellion Gauge fills, the gray is replaced with pink. | The Rebellion Gauge is a gray meter with a black frame, which is present next to Joker's portrait at all times. By default, it has a red splash around it, but if the match is in [[Mementos]] and ''Persona 3'' or ''Persona 4'' music is playing, the splash's color changes to blue or yellow, respectively. As the Rebellion Gauge fills, the gray is replaced with pink. | ||
The Rebellion Gauge slowly fills over time, but can be more efficiently filled by (in increasing order of effectiveness): one of Joker's teammates being KO'd, one of Joker's teammates being attacked, Joker himself being attacked (which causes a spark matching the color of the splash at the right end of the Gauge), and Joker being attacked while using [[Rebel's Guard]] | ===Charging=== | ||
The Rebellion Gauge slowly fills over time, but can be more efficiently filled by (in increasing order of effectiveness): one of Joker's teammates being KO'd, one of Joker's teammates being attacked, Joker himself being attacked (which causes a spark matching the color of the splash at the right end of the Gauge), and Joker being attacked while using [[Rebel's Guard]]. | |||
When the meter is filled, [[Arsène]] is summoned and the Rebellion Gauge turns cyan with blue flames behind it. Arsène remains active to boost Joker's abilities until the Rebellion Gauge runs out, which takes 30 seconds. Taking damage causes larger portions to be removed. Once the Rebellion Gauge depletes fully, Arsène leaves Joker and the meter resets to its default state. Joker is invincible during the | When the meter is filled, [[Arsène]] is summoned and the Rebellion Gauge turns cyan with blue flames behind it. Joker's mask also disappears while the Rebellion Gauge is in effect. Arsène remains active to boost Joker's abilities until the Rebellion Gauge runs out, which takes 30 seconds. Taking damage causes larger portions to be removed. Once the Rebellion Gauge depletes fully, Arsène leaves Joker and the meter resets to its default state. Joker is invincible during the animations in which Arsène is summoned and when he leaves. | ||
In [[Home Run Contest]], the Rebellion Gauge starts out full and does not deplete, so Arsène will always be active. | |||
===Move changes=== | |||
When Arsène is active, in addition to [[Grappling Hook]] being replaced with [[Wings of Rebellion]], his hitboxes are added to almost all of Joker's standard attacks, with the exception of Joker's pummel, throws, and floor and edge attacks. Arsène's hitboxes have a part of 1, meaning that they hit simultaneously with Joker's own hitboxes. In some cases, Joker's hitboxes may miss while Arsène's still connect, and vice versa, exposing the discrepancy. This is most commonly seen with the outer reaches of [[Joker (SSBU)/Back aerial|back aerial]]. | |||
Joker's own hitboxes deal the same damage as when Arsène is not present, but might have other properties like size, knockback or angles changed; these are colloquially referred to as "Awakened Joker" hitboxes. Curiously, if Arséne vanishes while Joker is performing an attack, the Awakened values will apply until the attack animation ends. | |||
===Halting charge=== | |||
Several instances can temporarily halt the depletion of the activated Rebellion Gauge. These include: | Several instances can temporarily halt the depletion of the activated Rebellion Gauge. These include: | ||
* Joker getting [[stun | *Joker getting [[stun]]ned: | ||
** By his shield being broken. | **By his shield being broken. | ||
** By a [[Deku Nut]] being used on him. | **By a [[Deku Nut]] being used on him. | ||
** By {{SSBU|Mewtwo}} using [[Disable]] on him. | **By {{SSBU|Mewtwo}} using [[Disable]] on him. | ||
** By [[Rathalos]] roaring right next to him. | **By [[Rathalos]] roaring right next to him. | ||
** By [[Marshadow]] trapping him. | **By [[Marshadow]] trapping him. | ||
* Joker [[Sleep|falling asleep]]. | *Joker [[Sleep|falling asleep]]. | ||
* Entering any cannon, such as: | *Entering any cannon, such as: | ||
** The [[Barrel Cannon]] on [[Kongo Jungle (SSB)]] or [[Kongo Falls]]. | **The [[Barrel Cannon]] on [[Kongo Jungle (SSB)]] or [[Kongo Falls]]. | ||
** The cannons in [[The Great Cave Offensive]]. | **The cannons in [[The Great Cave Offensive]]. | ||
** The cannons in [[Stage Builder|a Stage Builder level]]. | **The cannons in [[Stage Builder|a Stage Builder level]]. | ||
* Getting trapped in a barrel in [[Wrecking Crew]]. | *Getting trapped in a barrel in [[Wrecking Crew]]. | ||
* Using a | *Using a {{b|Bullet Bill|item}}. | ||
* | *Another player landing a cutscene [[Final Smash]], such as [[Stampede!]] or [[Blue Falcon]]. This applies even if Joker is caught in the move, although damage taken will still reduce his Rebellion Gauge. | ||
==Technical data== | |||
{{Technical data|Ally KOs appears to be affected by stock diff in some way}} | |||
The Rebellion Gauge fills passively at 0.00925 units per [[frame]]. When the Rebellion Gauge reaches 100 units, Arsène will appear for 30 seconds (1800 frames). It takes roughly 3 minutes (10,810 frames) for the gauge to fill solely through passive generation. The gauge will not fill when Joker is on a [[revival platform]]. | |||
{|class="wikitable" style="float:right;" | |||
|+Player Adjustment | |||
! !!colspan=3|Stock deficit | |||
|- | |||
!Players!!≥ 0!!-1!!-2 ≤ | |||
|- | |||
|2||1.0||1.0||1.0 | |||
|- | |||
|3||1.0||1.1||1.1<span style="text-decoration:overline">6</span> | |||
|- | |||
|4||1.0||1.2||1.3<span style="text-decoration:overline">3</span> | |||
|- | |||
|5||0.9125||1.095||1.21<span style="text-decoration:overline">6</span> | |||
|- | |||
|6||0.825||0.99||1.1 | |||
|- | |||
|7||0.7375||0.885||0.98<span style="text-decoration:overline">3</span> | |||
|- | |||
|8||0.65||0.78||0.8<span style="text-decoration:overline">6</span> | |||
|} | |||
The Rebellion Gauge also fills by taking [[damage]] (including [[Magnifying-Glass Damage]]). All calculations involving the Rebellion Gauge will take the 1v1 multiplier and other damage multipliers into account. The Rebellion Gauge is filled with 1.3× the damage Joker receives. For example, a move dealing 3% will fill the gauge by 3.9 units. Therefore, taking around ~77% summons Arsène instantly. The multiplier is 1.625× if Joker is 1 stock behind 1st place and is 1.95× if he is 2 or more stocks behind. The multiplier is further multiplied by another value based the number of players in the match (see the "Player Adjustment" table). This damage mechanic also applies to teammates, though it is filled by 0.2× the result. If Joker uses [[Rebel's Guard]], the amount is decreased by 0.4× (due to Rebel's Guard) but also increased by 6.7368× for a final formula of <code>m × 0.4 × 6.7368 × Damage Received</code> (where '''m''' is the multiplier after factoring in stock difference and player count), instantly filling it after taking 28.6% damage or more in a 2 player match.<ref>https://twitter.com/Meshima_/status/1119418980467220480</ref> | |||
If Joker is hit while Arsène is summoned, the Rebellion Gauge will decrease by 16× the damage received in frames if 2 or 3 players are present. A move dealing 15% in a 1v1 battle will subtract 240 frames (4 seconds) from the Rebellion Gauge. Depending on the number of players in a match, the multiplier for the depletion of the Rebellion Gauge changes; it will use a 10.2× multiplier for a 4 players match, 8.6× for 5 players, 7.8× for 6 players, 7× for 7 players, and 6.3× for 8 players.<ref>https://twitter.com/Meshima_/status/1119419225410428928</ref> | |||
In | If Joker is KOed at any point, the meter will reset at 20 units regardless of how filled it was beforehand. His meter resets to 25 units if he has 2 fewer stocks than his opponent and 30 at 3 or fewer stocks. Like with the multiplier for taking damage, these values are multiplied based on player count (see the "Player Adjustment" table). The gauge fills by 4 units if an ally is KOed. In a stock match, the gauge will be fully depleted when Joker loses his final stock, therefore it will be empty upon return if Joker [[share stock|takes a stock from a teammate]] in a team match or chooses a continue in [[Classic Mode]]. | ||
{{clr}} | |||
==Instructional quotes== | ==Instructional quotes== | ||
Line 32: | Line 73: | ||
|ssbudesc=Joker's Rebellion Gauge will fill if he is hit while using his down special and when he takes damage in general. When the gauge is full, Joker will summon Arsene, who strengthens his attacks and changes his special moves. The Rebellion Gauge also fills slowly over time. | |ssbudesc=Joker's Rebellion Gauge will fill if he is hit while using his down special and when he takes damage in general. When the gauge is full, Joker will summon Arsene, who strengthens his attacks and changes his special moves. The Rebellion Gauge also fills slowly over time. | ||
}} | }} | ||
==Origin== | ==Origin== | ||
The Rebellion Gauge is functionally unique to ''[[Super Smash Bros.]]''; in the | The Rebellion Gauge is functionally unique to ''[[Super Smash Bros.]]''; in the {{uv|Persona}} series, Personas could be summoned at will after their user has awakened them so long as the user has enough SP to spend for the selected attack, said SP functioning as it usually does in role-playing games. [https://www.youtube.com/watch?v=2TmPAvgjttc It has been theorized] that the mechanic of the Rebellion Gauge is instead meant to invoke the process of awakening one's Persona, which in ''Persona 5'' came from finding resolve in the face of extreme hardship. Thus, being on the defensive through most of the match could be seen as evocative of said moment, while Arsène appearing to grant Joker the power needed to turn the tide in his favor is evocative of him gaining the resolve to triumph over it. | ||
When Arsène is active, the Rebellion Gauge's color fittingly matches that of the HP gauge in ''Persona 5''. Otherwise, it matches the color of the SP gauge. | |||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Joker RebellionGauge Filling.png|Joker's Rebellion Gauge getting filled. | |||
Joker RebellionGauge Depleting.png|Joker's Rebellion Gauge depleting after getting filled. | |||
Persona 3 empty.jpg|Joker's Rebellion Gauge getting filled in ''Persona 3'' style. | |||
Persona 3 full.jpg|Joker's Rebellion Gauge depleting after getting filled ''Persona 3'' style. | |||
Persona 4 empty.jpg|Joker's Rebellion Gauge getting filled in ''Persona 4'' style. | |||
Persona 4 full.jpg|Joker's Rebellion Gauge depleting after getting filled ''Persona 4'' style. | |||
</gallery> | </gallery> | ||
==Trivia== | |||
*If Joker is in [[Training Mode]], increasing his damage percentage through the menu has an immediate effect on his Rebellion Gauge. This can be most easily noticed by setting his damage from 0% to 999%, in which case his Rebellion Gauge will fill or empty instantly. Decreasing his damage has no effect. | |||
*Prior to {{SSBU|6.0.0}}, if Joker and {{SSBU|Pokémon Trainer}} were on the same team and the Pokémon Trainer switched Pokémon after being damaged, the Rebellion Gauge [[Unlimited_Rebellion_Gauge_glitch|would receive a substantial boost]] in meter. This occurred because the game believed that the switched Pokémon was a new character, and filled the meter in order to compensate. This technique has been banned by many tournaments in doubles.<ref>[https://twitter.com/SonicfiendSmash/status/1170891071590735874]</ref> This was reintroduced into the game with the addition of {{SSBU|Pyra}} and {{SSBU|Mythra}}, but only works with a damage handicap of at least 100%. This method was patched in version 12.0.0. | |||
==References== | ==References== | ||
{{reflist}} | |||
[[Category:Character-specific terminology]] | [[Category:Character-specific terminology]] |
Latest revision as of 22:32, April 7, 2024
The Rebellion Gauge is Joker's fighter ability in Super Smash Bros. Ultimate. Filling the gauge unleashes Arsène, Joker's Persona, granting him increased attack power and an alternative recovery move in Wings of Rebellion.
Overview[edit]
The Rebellion Gauge is a gray meter with a black frame, which is present next to Joker's portrait at all times. By default, it has a red splash around it, but if the match is in Mementos and Persona 3 or Persona 4 music is playing, the splash's color changes to blue or yellow, respectively. As the Rebellion Gauge fills, the gray is replaced with pink.
Charging[edit]
The Rebellion Gauge slowly fills over time, but can be more efficiently filled by (in increasing order of effectiveness): one of Joker's teammates being KO'd, one of Joker's teammates being attacked, Joker himself being attacked (which causes a spark matching the color of the splash at the right end of the Gauge), and Joker being attacked while using Rebel's Guard.
When the meter is filled, Arsène is summoned and the Rebellion Gauge turns cyan with blue flames behind it. Joker's mask also disappears while the Rebellion Gauge is in effect. Arsène remains active to boost Joker's abilities until the Rebellion Gauge runs out, which takes 30 seconds. Taking damage causes larger portions to be removed. Once the Rebellion Gauge depletes fully, Arsène leaves Joker and the meter resets to its default state. Joker is invincible during the animations in which Arsène is summoned and when he leaves.
In Home Run Contest, the Rebellion Gauge starts out full and does not deplete, so Arsène will always be active.
Move changes[edit]
When Arsène is active, in addition to Grappling Hook being replaced with Wings of Rebellion, his hitboxes are added to almost all of Joker's standard attacks, with the exception of Joker's pummel, throws, and floor and edge attacks. Arsène's hitboxes have a part of 1, meaning that they hit simultaneously with Joker's own hitboxes. In some cases, Joker's hitboxes may miss while Arsène's still connect, and vice versa, exposing the discrepancy. This is most commonly seen with the outer reaches of back aerial.
Joker's own hitboxes deal the same damage as when Arsène is not present, but might have other properties like size, knockback or angles changed; these are colloquially referred to as "Awakened Joker" hitboxes. Curiously, if Arséne vanishes while Joker is performing an attack, the Awakened values will apply until the attack animation ends.
Halting charge[edit]
Several instances can temporarily halt the depletion of the activated Rebellion Gauge. These include:
- Joker getting stunned:
- Joker falling asleep.
- Entering any cannon, such as:
- The Barrel Cannon on Kongo Jungle (SSB) or Kongo Falls.
- The cannons in The Great Cave Offensive.
- The cannons in a Stage Builder level.
- Getting trapped in a barrel in Wrecking Crew.
- Using a Bullet Bill.
- Another player landing a cutscene Final Smash, such as Stampede! or Blue Falcon. This applies even if Joker is caught in the move, although damage taken will still reduce his Rebellion Gauge.
Technical data[edit]
The Rebellion Gauge fills passively at 0.00925 units per frame. When the Rebellion Gauge reaches 100 units, Arsène will appear for 30 seconds (1800 frames). It takes roughly 3 minutes (10,810 frames) for the gauge to fill solely through passive generation. The gauge will not fill when Joker is on a revival platform.
Stock deficit | |||
---|---|---|---|
Players | ≥ 0 | -1 | -2 ≤ |
2 | 1.0 | 1.0 | 1.0 |
3 | 1.0 | 1.1 | 1.16 |
4 | 1.0 | 1.2 | 1.33 |
5 | 0.9125 | 1.095 | 1.216 |
6 | 0.825 | 0.99 | 1.1 |
7 | 0.7375 | 0.885 | 0.983 |
8 | 0.65 | 0.78 | 0.86 |
The Rebellion Gauge also fills by taking damage (including Magnifying-Glass Damage). All calculations involving the Rebellion Gauge will take the 1v1 multiplier and other damage multipliers into account. The Rebellion Gauge is filled with 1.3× the damage Joker receives. For example, a move dealing 3% will fill the gauge by 3.9 units. Therefore, taking around ~77% summons Arsène instantly. The multiplier is 1.625× if Joker is 1 stock behind 1st place and is 1.95× if he is 2 or more stocks behind. The multiplier is further multiplied by another value based the number of players in the match (see the "Player Adjustment" table). This damage mechanic also applies to teammates, though it is filled by 0.2× the result. If Joker uses Rebel's Guard, the amount is decreased by 0.4× (due to Rebel's Guard) but also increased by 6.7368× for a final formula of m × 0.4 × 6.7368 × Damage Received
(where m is the multiplier after factoring in stock difference and player count), instantly filling it after taking 28.6% damage or more in a 2 player match.[1]
If Joker is hit while Arsène is summoned, the Rebellion Gauge will decrease by 16× the damage received in frames if 2 or 3 players are present. A move dealing 15% in a 1v1 battle will subtract 240 frames (4 seconds) from the Rebellion Gauge. Depending on the number of players in a match, the multiplier for the depletion of the Rebellion Gauge changes; it will use a 10.2× multiplier for a 4 players match, 8.6× for 5 players, 7.8× for 6 players, 7× for 7 players, and 6.3× for 8 players.[2]
If Joker is KOed at any point, the meter will reset at 20 units regardless of how filled it was beforehand. His meter resets to 25 units if he has 2 fewer stocks than his opponent and 30 at 3 or fewer stocks. Like with the multiplier for taking damage, these values are multiplied based on player count (see the "Player Adjustment" table). The gauge fills by 4 units if an ally is KOed. In a stock match, the gauge will be fully depleted when Joker loses his final stock, therefore it will be empty upon return if Joker takes a stock from a teammate in a team match or chooses a continue in Classic Mode.
Instructional quotes[edit]
Move List | Joker's Rebellion Gauge will fill if he is hit while using his down special and when he takes damage in general. When the gauge is full, Joker will summon Arsene, who strengthens his attacks and changes his special moves. The Rebellion Gauge also fills slowly over time. |
Origin[edit]
The Rebellion Gauge is functionally unique to Super Smash Bros.; in the Persona series, Personas could be summoned at will after their user has awakened them so long as the user has enough SP to spend for the selected attack, said SP functioning as it usually does in role-playing games. It has been theorized that the mechanic of the Rebellion Gauge is instead meant to invoke the process of awakening one's Persona, which in Persona 5 came from finding resolve in the face of extreme hardship. Thus, being on the defensive through most of the match could be seen as evocative of said moment, while Arsène appearing to grant Joker the power needed to turn the tide in his favor is evocative of him gaining the resolve to triumph over it.
When Arsène is active, the Rebellion Gauge's color fittingly matches that of the HP gauge in Persona 5. Otherwise, it matches the color of the SP gauge.
Gallery[edit]
Trivia[edit]
- If Joker is in Training Mode, increasing his damage percentage through the menu has an immediate effect on his Rebellion Gauge. This can be most easily noticed by setting his damage from 0% to 999%, in which case his Rebellion Gauge will fill or empty instantly. Decreasing his damage has no effect.
- Prior to 6.0.0, if Joker and Pokémon Trainer were on the same team and the Pokémon Trainer switched Pokémon after being damaged, the Rebellion Gauge would receive a substantial boost in meter. This occurred because the game believed that the switched Pokémon was a new character, and filled the meter in order to compensate. This technique has been banned by many tournaments in doubles.[3] This was reintroduced into the game with the addition of Pyra and Mythra, but only works with a damage handicap of at least 100%. This method was patched in version 12.0.0.