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| {{ArticleIcons|ssb=y|ssbm=y|ssbb=y|ssb4=y}}
| | #REDIRECT[[Knockback#Launch rate]] |
| '''Damage ratio''' is a feature in all four [[Super Smash Bros. series|''Smash Bros.'' games]] that alters how much [[knockback]] is given and received (despite the name, [[damage]] is unaffected). All knockback in a match is multiplied by the damage ratio value, which by default is 1.0 but can be set from as low as 0.5 ([[attack]]s have half knockback) to as high as 2.0 (attacks have double knockback). The minimal damage ratio is ideal for [[combos]] while the maximum damage ratio is ideal for [[OHKO]]s.
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| Damage ratio is not to be confused with [[handicap]], which is another feature that increases/decreases knockback, but in an entirely different way.
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| There has been some discussion amongst ''Brawl''{{'}}s competitive community as to whether using a damage ratio value other than the default 1.0 results in a more healthy metagame; 1.1 is a commonly-mentioned value claimed to make many polarizing attack chains (such as using Sheik's forward tilt into itself endlessly) less viable while also shortening the length of stocks (one of ''Brawl''{{'}}s most derided properties). The idea however has never attained serious consideration amongst tournament organizers.
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| [[Category:Options]] | | [[Category:Options]] |
Latest revision as of 11:29, June 9, 2020