Launch rate: Difference between revisions
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'''Damage ratio''' is a feature in all three [[Super Smash Bros. series|''Smash Bros.'' games]] that alters how much [[knockback]] is given and received. 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 ( | '''Damage ratio''' is a feature in all three [[Super Smash Bros. series|''Smash Bros.'' games]] that alters how much [[knockback]] is given and received. 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. | ||
Despite the name, the value affects knockback, not damage. | Despite the name, the value affects knockback, not [[damage]]. | ||
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. | ||
[[Category:Options]] | [[Category:Options]] |
Revision as of 17:11, November 22, 2010
Damage ratio is a feature in all three Smash Bros. games that alters how much knockback is given and received. 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 (attacks 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 OHKOs.
Despite the name, the value affects knockback, not damage.
Damage ratio is not to be confused with handicap, which is another feature that increases/decreases knockback, but in an entirely different way.