Super Smash Bros. series

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{{disambig2|the general mechanic|the display element in particular|Damage meter}}
'''Damage''' is a measure of how vulnerable one is to the [[knockback]] of attacks. 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.


Damage starts at 0% and can rise all the way up to 999%. Though damage is displayed as a percent, getting to 100% does not mean a character is doomed - the number itself is somewhat arbitrary. Damage is measured as an integer in ''SSB64'' and a decimal number in ''SSBM'' and ''SSBB''; a damage with a decimal part is rounded down when displayed.
[[File:damagepercent.jpg|thumb|{{SSBB|Mario}} damaging {{SSBB|Link}} in ''Brawl''.]]
'''Damage''' is the basic measure of how vulnerable a [[character]] is to the [[knockback]] of attacks. At low damages, the character cannot be knocked back very far, and can only be thrown off-stage by the game's most powerful attacks. However, at high damages, attacks deliver  considerably more knockback, increasing the risks of severely damaged characters to be [[KO]]'d.


Each attack deals a set amount of damage, which is then modified by things such as [[Stale-Move Negation]] before the target is launched. An attack that does no damage will not cause targets to [[flinch]] and not produce a regular hit sound, although it will still cause knockback. The damage an attack deals is a significant factor in how much knockback it causes.
Damage is represented by a numerical percentage that starts at 0% and can rise all the way up to 999%. Despite this formatting, getting to 100% does not mean a character is doomed — the number itself is somewhat arbitrary. This value is displayed as an integer in every game prior to ''Ultimate'', though is only actually measured as such in the original game. In ''Melee'', ''Brawl'', and ''Smash 4'', it is actually a decimal value that is shown as a truncated integer. In ''Ultimate'', the value is displayed to one decimal place (with the damage cap rendered as 999.0%).


The following things are affected by damage:
Each attack deals a set amount of damage, which is then modified by things such as [[stale-move negation]] before the target is launched. An attack that does no damage will not cause targets to [[flinch]] and not produce a regular hit sound, although it will still cause knockback. The damage an attack deals is a significant factor in how much knockback it causes.


*Knockback - As a character gets more damage, they fly further when hit. Certain attacks have [[set knockback]], and don't apply.
The following aspects are affected by damage:
*[[Grab]] time - Characters at high damage can be grabbed for longer.
*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.
*Ledge recovery - At 100%, a character's ledge animations become slower and provide more invincibility frames. The slower attack also deals more damage.
*[[Hoop damage]] - Characters stop getting hoop damage when at 150%.
*[[Jet Hammer]] - Like hoop damage, [[King Dedede (SSBB)|King Dedede]] stops getting damaged when at 150%.
*[[Lucario (SSBB)|Lucario]]'s attack power - The more damage Lucario has, the more damage his [[aura]]-based attacks do. The power is at "normal" when Lucario is at 75%, while it stops decreasing at 20% and caps at 170%.
*[[Pikmin Throw|Pikmin latch time]] - Pikmin release a character faster at higher damages.
*A [[Team Healer]]'s healing power - The more damage the target has, the more damage the item heals.
*[[Swimming|Swim time]] - Higher-damaged characters have less time to swim before panicing, the shortest swim time being at about 90%.


==Damage meter==
*Knockback – As a character gets more damage, they fly further when hit. Certain attacks have [[set knockback]], and don't apply damage to the knockback formula.
The damage meter displays the damage percentage a character has accumulated from attacks, as well as the character's [[series symbol|universal symbol]] and number of [[stock]] remaining (in non-stock modes, it displays as 1 "stock"). Damage meters are displayed at the bottom of the screen during gameplay. The color of the symbols is based on the player's controller port and is grey for computer players.
*[[Grab]] time – Characters at high damage can be grabbed for longer periods of time.
*Status time – Generally, characters with higher damage are vulnerable for longer from a status effect (such as sleeping). The exception is being [[stun]]ned through a [[shield]] [[Shield break|breaking]] – the more damage a stunned character has, the faster they can recover.
*[[Ledge recovery]] – Before ''Smash 4'', a character's ledge animations change at 100% or more, becoming more sluggish and providing more invincibility frames. The slower attack also deals more damage (in all games this applies to, [[Captain Falcon]]'s is the sole exception).
*[[Magnifying-Glass Damage]] – Characters will not accumulate hoop damage at 150% damage or higher.
*[[Jet Hammer]] – Like hoop damage, {{SSBB|King Dedede}} will not be damaged by charging this attack when he has 150% or more damage.
*[[Lucario]]'s attack power – The more damage Lucario has, the more damage its [[Aura|aura-based]] attacks do. In ''Brawl'', the power is at its base level when Lucario is at 75%, while it stops decreasing at 20% and caps at 170%.
*[[Pikmin Throw|Pikmin latch time]] – Pikmin release a character faster at higher damages.
*Certain recovery [[items]]:
**The [[Fairy Bottle]]'s behavior – it heals a character only if they have 100% or more damage; otherwise, it acts as a Throwable item.
**A [[Team Healer]]'s healing power – The more damage the target has, the more damage the item heals.
*[[Swimming|Swim time]] – Highly-damaged characters have less time to swim before panicking, with characters at 96% or higher damage having the shortest swim time.
*[[Donkey Kong]]'s [[forward throw]] – The more damage the grabbed character has, the longer they can be carried, similar to the grab time function.
*[[Instant KO]]s – Many potential Instant KOs, such as [[Danger Zone]]s, [[Giga Bowser Punch]], [[Infernal Climax]], [[Plasma Scream]], [[Triforce of Wisdom]], [[All-Out Attack]], [[Whack]], [[Thwack]], [[Sealing the Keyhole]], and [[Death's Scythe]], will fail to obliterate a character with less than a certain amount of damage and instead cause damage and knockback.


In ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee|Melee]]'', the identity of a character's damage meter, if not belonging to someone with a unique symbol (such as Yoshi or Ness), is made obvious by the stock counter bearing the image of the character's face. Because this is tied into the number of stocks remaining, if a character is defeated (and therefore has no stock images showing), one cannot always tell at a glance who the defeated character is. This is changed in ''[[Super Smash Bros. Brawl|Brawl]]'', where a somewhat large image of the character and their name are used alongside the percentage display; the stock counter is simply a row of dots. The display partially fades if a character is standing "behind" it.
In lieu of [[sudden death]], damage is used as a tiebreaker in competitive environments when players have equal [[stock]] remaining. The player with the least damage is considered the winner.
 
==Trivia==
*The most damaging single-hit move (excluding [[counter]]s) is the strongest bite of the [[Ultimate Chimera]] in ''Brawl'', inflicting 200% in a single hit.
*Considering multi-hitting moves, [[Lugia]]'s Aeroblast in ''Melee'' can deal up to 440% in a little more than 2 seconds if all hits connect.
*While ''Ultimate'' was the first in the series to display decimal percentages on-screen, decimal points have actually been used in every ''Smash'' game since ''Melee''. Up until ''Smash 4'', the game would truncate that value to an integer and display that number on-screen.
**This caused a side effect where attacks seemingly had inconsistent damage output in certain circumstances because the hidden decimal would roll up to the next integer, which would be reflected on-screen.
**Another side effect was that players would occasionally be forced to go into [[Sudden Death]] because they have the same integer percentage on-screen when time runs out despite technically having a difference of less than 1% in the background.
 
==See also==
*[[HP]] – The measure of damage in [[Stamina Mode]], which is also used by [[boss]]es.


==See Also==
*[[HP]] - The measure of damage in [[Stamina]] mode, which is also used by [[boss]]es.
[[Category:Damage| ]]
[[Category:Damage| ]]
[[Category:Terms]]
[[Category:Game physics]]
[[Category:Gameplay]]
[[Category:Game mechanics]]

Latest revision as of 14:28, July 21, 2024

This article is about the general mechanic. For the display element in particular, see Damage meter.
Mario damaging Link in Brawl.

Damage is the basic measure of how vulnerable a character is to the knockback of attacks. At low damages, the character cannot be knocked back very far, and can only be thrown off-stage by the game's most powerful attacks. However, at high damages, attacks deliver considerably more knockback, increasing the risks of severely damaged characters to be KO'd.

Damage is represented by a numerical percentage that starts at 0% and can rise all the way up to 999%. Despite this formatting, getting to 100% does not mean a character is doomed — the number itself is somewhat arbitrary. This value is displayed as an integer in every game prior to Ultimate, though is only actually measured as such in the original game. In Melee, Brawl, and Smash 4, it is actually a decimal value that is shown as a truncated integer. In Ultimate, the value is displayed to one decimal place (with the damage cap rendered as 999.0%).

Each attack deals a set amount of damage, which is then modified by things such as stale-move negation before the target is launched. An attack that does no damage will not cause targets to flinch and not produce a regular hit sound, although it will still cause knockback. The damage an attack deals is a significant factor in how much knockback it causes.

The following aspects are affected by damage:

  • Knockback – As a character gets more damage, they fly further when hit. Certain attacks have set knockback, and don't apply damage to the knockback formula.
  • Grab time – Characters at high damage can be grabbed for longer periods of time.
  • Status time – Generally, characters with higher damage are vulnerable for longer from a status effect (such as sleeping). The exception is being stunned through a shield breaking – the more damage a stunned character has, the faster they can recover.
  • Ledge recovery – Before Smash 4, a character's ledge animations change at 100% or more, becoming more sluggish and providing more invincibility frames. The slower attack also deals more damage (in all games this applies to, Captain Falcon's is the sole exception).
  • Magnifying-Glass Damage – Characters will not accumulate hoop damage at 150% damage or higher.
  • Jet Hammer – Like hoop damage, King Dedede will not be damaged by charging this attack when he has 150% or more damage.
  • Lucario's attack power – The more damage Lucario has, the more damage its aura-based attacks do. In Brawl, the power is at its base level when Lucario is at 75%, while it stops decreasing at 20% and caps at 170%.
  • Pikmin latch time – Pikmin release a character faster at higher damages.
  • Certain recovery items:
    • The Fairy Bottle's behavior – it heals a character only if they have 100% or more damage; otherwise, it acts as a Throwable item.
    • A Team Healer's healing power – The more damage the target has, the more damage the item heals.
  • Swim time – Highly-damaged characters have less time to swim before panicking, with characters at 96% or higher damage having the shortest swim time.
  • Donkey Kong's forward throw – The more damage the grabbed character has, the longer they can be carried, similar to the grab time function.
  • Instant KOs – Many potential Instant KOs, such as Danger Zones, Giga Bowser Punch, Infernal Climax, Plasma Scream, Triforce of Wisdom, All-Out Attack, Whack, Thwack, Sealing the Keyhole, and Death's Scythe, will fail to obliterate a character with less than a certain amount of damage and instead cause damage and knockback.

In lieu of sudden death, damage is used as a tiebreaker in competitive environments when players have equal stock remaining. The player with the least damage is considered the winner.

Trivia[edit]

  • The most damaging single-hit move (excluding counters) is the strongest bite of the Ultimate Chimera in Brawl, inflicting 200% in a single hit.
  • Considering multi-hitting moves, Lugia's Aeroblast in Melee can deal up to 440% in a little more than 2 seconds if all hits connect.
  • While Ultimate was the first in the series to display decimal percentages on-screen, decimal points have actually been used in every Smash game since Melee. Up until Smash 4, the game would truncate that value to an integer and display that number on-screen.
    • This caused a side effect where attacks seemingly had inconsistent damage output in certain circumstances because the hidden decimal would roll up to the next integer, which would be reflected on-screen.
    • Another side effect was that players would occasionally be forced to go into Sudden Death because they have the same integer percentage on-screen when time runs out despite technically having a difference of less than 1% in the background.

See also[edit]