Launch rate: Difference between revisions

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(Can anyone check whether this is true in the previous games? If that is the case, then edit it.)
(Turned into redirect to Knockback post-merge)
Tag: New redirect
 
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#REDIRECT[[Knockback#Launch rate]]
'''Damage ratio''' is a feature in all four ''{{b|Super Smash Bros.|series}}'' 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. In Smash 4, attacks that deal [[weight-dependent set knockback]] are unaffected by changes to the damage ratio, allowing those attacks to still combo into each other.
 
Damage ratio is not to be confused with [[handicap]], which is another feature that increases/decreases knockback, but in an entirely different way.
 
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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Latest revision as of 12:29, June 9, 2020