Damage: Difference between revisions
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'''Damage''' is a measure of how vulnerable one is to the [[knockback]] of attacks. A player's damage ranges from 0% to 999%. At low damages, the player cannot be knocked back very far, and can only be thrown off-stage by the game's most powerful attacks. At high damages, the player is knocked back considerably by every attack, and is increasingly liable to being KO'd. Each attack inflicts a particular amount of damage, increasing the knockback of subsequent attacks. | '''Damage''' is a measure of how vulnerable one is to the [[knockback]] of attacks. A player's damage ranges from 0% to 999%. At low damages, the player cannot be knocked back very far, and can only be thrown off-stage by the game's most powerful attacks. At high damages, the player is knocked back considerably by every attack, and is increasingly liable to being [[KO]]'d. Each attack inflicts a particular amount of damage, increasing the knockback of subsequent attacks. | ||
Though damage is measured in percent, characters can live well beyond 100%. At 100% damage and above, however, the moves performed from the edge and while lying prone are much different, usually slower and less powerful. | Though damage is measured in percent, characters can live well beyond 100%. At 100% damage and above, however, the moves performed from the [[ledge|edge]] and while lying prone are much different, usually slower and less powerful. |
Revision as of 13:50, January 10, 2007
Damage is a measure of how vulnerable one is to the knockback of attacks. A player's damage ranges from 0% to 999%. At low damages, the player cannot be knocked back very far, and can only be thrown off-stage by the game's most powerful attacks. At high damages, the player is knocked back considerably by every attack, and is increasingly liable to being KO'd. Each attack inflicts a particular amount of damage, increasing the knockback of subsequent attacks.
Though damage is measured in percent, characters can live well beyond 100%. At 100% damage and above, however, the moves performed from the edge and while lying prone are much different, usually slower and less powerful.