Launch rate: Difference between revisions
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Damage Ratio is a feature in | {{merge|Handicap|it'd be easier if they had one page between them.}} | ||
Damage Ratio is a feature in all three ''Smash'' games that allows you to increase or decrease the amount of knockback that is given and received. The lowest you can go is 0.5 (50%) and the highest you can go is 2.0 (200%). The lower the damage ratio, the harder it is to get [[KO]]s - for example, on 0.5, a move that would normally KO at 100% KOs at 200%. The higher the damage ratio, the easier it is to KO somebody - for example, on 2.0, a move that would normally KO at 100% KOs at 50%. The minimal damage ratio is ideal for [[combos]] while the maximum damage ratio is ideal for [[OHKO]]s. | |||
Not to be confused with [[Handicap|handicap]], which is another feature that increases/decreases knockback, but in an entirely different way. |
Revision as of 03:27, June 8, 2009
Damage Ratio is a feature in all three Smash games that allows you to increase or decrease the amount of knockback that is given and received. The lowest you can go is 0.5 (50%) and the highest you can go is 2.0 (200%). The lower the damage ratio, the harder it is to get KOs - for example, on 0.5, a move that would normally KO at 100% KOs at 200%. The higher the damage ratio, the easier it is to KO somebody - for example, on 2.0, a move that would normally KO at 100% KOs at 50%. The minimal damage ratio is ideal for combos while the maximum damage ratio is ideal for OHKOs.
Not to be confused with handicap, which is another feature that increases/decreases knockback, but in an entirely different way.