Launch rate: Difference between revisions

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Damage Ratio is a feature in [[Melee]] and [[Brawl]] that allows you to increase or decrease the amount of knockback that is given or recieved. The lowest you can go is .5. The lower the damage ratio, the harder it is to [[KO]] somebody. The higher the damage ratio, the easier it is to KO somebody. The minimal damage ratio is ideal for [[combos]] while the maximum damage ratio is ideal for [[OHKO]]s. For example, the Multi Man Melee and Multi Man Brawl usually use the maximum damage ratio except for [[Cruel Melee]] and [[Cruel Brawl]]. In which case, the [[Fighting Wire Frames]] and the [[Fighting Alloy Team]] have the lowset damage ratio while your damage ratio is the highest, which usually kills you in a Cruel Match.
{{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

Merge.png It has been suggested that this article or section be merged with Handicap.
The reason given for the merge is: it'd be easier if they had one page between them.. (Discuss)

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.