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.