Talk:All-Out Attack: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Oops, made an error)
mNo edit summary
Line 7: Line 7:
"all captured opponents who are over 100% damage will be instantly KOed" Not exactly.  Without spirits, I've had enemies survive it above 115%, and with spirits, I've had enemies survive it with over 150%.  As for the condition listed on [[Joker (SSBU)]], it doesn't necessarily need to be at least 64% before hitting them, as with spirits, I've had instant KOs with targets who had far lower % damage.  The only time I ever had an instant KO at 100% flat was in training mode with fixed damage on.  All of this is why I had listed on this page the formula that [[User:Unowninator|Unowninator]] was asking about, as it's clearly not a set %, unlike Bayonetta's [[Infernal Climax]], but I believe that formula is incomplete, as I am convinced there are other factors involved, I just can't dig into the game's coding to find said factors. [[Special:Contributions/192.208.172.222|192.208.172.222]] 19:37, April 29, 2019 (EDT)
"all captured opponents who are over 100% damage will be instantly KOed" Not exactly.  Without spirits, I've had enemies survive it above 115%, and with spirits, I've had enemies survive it with over 150%.  As for the condition listed on [[Joker (SSBU)]], it doesn't necessarily need to be at least 64% before hitting them, as with spirits, I've had instant KOs with targets who had far lower % damage.  The only time I ever had an instant KO at 100% flat was in training mode with fixed damage on.  All of this is why I had listed on this page the formula that [[User:Unowninator|Unowninator]] was asking about, as it's clearly not a set %, unlike Bayonetta's [[Infernal Climax]], but I believe that formula is incomplete, as I am convinced there are other factors involved, I just can't dig into the game's coding to find said factors. [[Special:Contributions/192.208.172.222|192.208.172.222]] 19:37, April 29, 2019 (EDT)
:Oh yeah, there was a mention of it dealing extra damage or a KO when it says "the show's over"... I actually doubt that, 'cause it's only around 3-4% more damage (without Spirits), assuming the % listed on Joker's page is correct. [[Special:Contributions/192.208.172.222|192.208.172.222]] 19:49, April 29, 2019 (EDT)
:Oh yeah, there was a mention of it dealing extra damage or a KO when it says "the show's over"... I actually doubt that, 'cause it's only around 3-4% more damage (without Spirits), assuming the % listed on Joker's page is correct. [[Special:Contributions/192.208.172.222|192.208.172.222]] 19:49, April 29, 2019 (EDT)
==Pausing==
It seems my edit stating pausing is disabled during this Final Smash has been reverted, with the user in question stating it is disabled even with less disruptive Final Smashes. I would like to know what parameters this was tested under, as I (and a few others I have asked) have tested this multiple times and pausing works for every Final Smash except this one. - [[User:EndGenuity|EndGenuity]] ([[User talk:EndGenuity|talk]]) 23:10, April 29, 2019 (EDT)

Revision as of 22:13, April 29, 2019

(or instantly KOed if they are at a certain % or higher by the end of the move (100+(Joker's base Attack * Spirit multiplier))); 

What is Joker's base attack? I wanted to list a usual number, but I don't even know what it is. ¿¡Unowninator?! (talk) 14:16, April 24, 2019 (EDT)

Um...

"all captured opponents who are over 100% damage will be instantly KOed" Not exactly. Without spirits, I've had enemies survive it above 115%, and with spirits, I've had enemies survive it with over 150%. As for the condition listed on Joker (SSBU), it doesn't necessarily need to be at least 64% before hitting them, as with spirits, I've had instant KOs with targets who had far lower % damage. The only time I ever had an instant KO at 100% flat was in training mode with fixed damage on. All of this is why I had listed on this page the formula that Unowninator was asking about, as it's clearly not a set %, unlike Bayonetta's Infernal Climax, but I believe that formula is incomplete, as I am convinced there are other factors involved, I just can't dig into the game's coding to find said factors. 192.208.172.222 19:37, April 29, 2019 (EDT)

Oh yeah, there was a mention of it dealing extra damage or a KO when it says "the show's over"... I actually doubt that, 'cause it's only around 3-4% more damage (without Spirits), assuming the % listed on Joker's page is correct. 192.208.172.222 19:49, April 29, 2019 (EDT)

Pausing

It seems my edit stating pausing is disabled during this Final Smash has been reverted, with the user in question stating it is disabled even with less disruptive Final Smashes. I would like to know what parameters this was tested under, as I (and a few others I have asked) have tested this multiple times and pausing works for every Final Smash except this one. - EndGenuity (talk) 23:10, April 29, 2019 (EDT)