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 Percent''' is the basic unit of defense in almost every mode of the Super Smash Bros. series. When a character is attacked, their Damage Percent increases. The higher their percent, the further they go when attacked.


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.
Damage Percent is used in all modes except for [[Stamina]], where [[HP]] is used, and [[Master Hand]] and [[Crazy Hand]] always use [[HP]] unless altered with an Action Replay.


==See Also==
[[Category:Damage]]
 
*[[Damage Percent]] - The measure of damage in most modes
*[[HP]] - The measure of damage in [[Stamina]] mode, which is also used by [[Master Hand]] and [[Crazy Hand]]

Revision as of 15:27, August 11, 2007

Damage Percent is the basic unit of defense in almost every mode of the Super Smash Bros. series. When a character is attacked, their Damage Percent increases. The higher their percent, the further they go when attacked.

Damage Percent is used in all modes except for Stamina, where HP is used, and Master Hand and Crazy Hand always use HP unless altered with an Action Replay.