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| [[Image:damagepercent.jpg|thumb|right]]'''Damage''' is a measure of how vulnerable one is to the [[knockback]] of attacks. A player's damage starts at 0% and can rise infinitely, covering the spectrum of decimal numbers. However, the game only displays integers 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 most attacks, and is at increasing risk of being [[KO]]'d. Though damage is measured in percent, getting to 100% does not mean a character is doomed - the number itself is somewhat arbitrary. Each attack inflicts a set amount of damage ([[Stale-Move Negation]] notwithstanding).
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| The following things are affected by damage: | | '''Damage Percentage''' (also known for simplicity as "%") is the basic unit of health in most modes of the [[Super Smash Bros. (universe)|''Super Smash Bros.'' series]]. When a character is hit by an opponent's attack, their Damage Percentage increases. The higher their percentage, the further they will fly when attacked. When this percentage is high enough, a successful [[smash attack]], or other strong attack is usually enough to send the foe beyond the [[blast line]], resulting in a [[knock-out]]. In [[Super Smash Bros. Brawl]] there is now an option in the [[Rules]] section that allows one to remove damage percentages from a Group match. |
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| *Knockback - As a character gets more damage, they fly further when hit. Certain attacks have [[set knockback]], and don't apply.
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| *[[Grab]] time - Characters at high damage can be grabbed for longer.
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| *Status time - Generally, characters with higher damage are vulnerable for longer from a status effect (such as sleeping). The exception is being stunned though a shield breaking - the more damage a stunned character has, the faster they can recover.
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| *Ledge recovery - At 100%, a character's ledge animations change to slower ones. Also, their ledge attack gets more powerful.
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| *[[Hoop damage]] - Characters stop getting hoop damage when at 150%.
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| *[[Jet Hammer]] - Like hoop damage, [[King Dedede (SSBB)|King Dedede]] stops getting damaged when at 150%.
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| *[[Lucario (SSBB)|Lucario]]'s attack power - The more damage Lucario has, the more damage his aura-based attacks do. The power caps somewhere between 180% and 200%.
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| *[[Pikmin Throw|Pikmin latch time]] - Pikmin release a character faster at higher damages.
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| *A [[Team Healer]]'s healing power - The more damage the target has, the more damage the item heals.
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| *The [[Pokemon Trainer]]'s pokemon will run out of energy quicker if they are switched with high damage.
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| *A character's [[Swimming|swim time]] is affected by how much damage he or she has.
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| ==See Also==
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| *[[HP]] - The measure of damage in [[Stamina]] mode, which is also used by [[Master Hand]] and [[Crazy Hand]]
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It has been suggested that this article or section be merged with Damage. (Discuss)
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Damage Percentage (also known for simplicity as "%") is the basic unit of health in most modes of the Super Smash Bros. series. When a character is hit by an opponent's attack, their Damage Percentage increases. The higher their percentage, the further they will fly when attacked. When this percentage is high enough, a successful smash attack, or other strong attack is usually enough to send the foe beyond the blast line, resulting in a knock-out. In Super Smash Bros. Brawl there is now an option in the Rules section that allows one to remove damage percentages from a Group match.