Launch rate: Difference between revisions

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Tag: Mobile edit
(Can anyone check whether this is true in the previous games? If that is the case, then edit it.)
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'''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.
'''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.
Damage ratio is not to be confused with [[handicap]], which is another feature that increases/decreases knockback, but in an entirely different way.