Super Smash Bros. Ultimate

Revenge: Difference between revisions

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===Data===
===Data===
The boost applied by Revenge is equal to <code>0.075 * d + 1.5</code> (<code>0.075 * d + 1.25</code> prior to 8.0.0), where "d" is the total damage of all attacks that have been stacked, with an upper limit of 3× at roughly 23.4% damage. For example, using Revenge against an attack that inflicts 15% (or three attacks that inflict 5% each) will apply a multiplier of 2.375×. Given the formula, the minimum damage boost will always be 1.25×. When performing knockback calculations, the game will use the base damage of the move, rather than the boosted damage, and will use the final damage that would have resulted from the unboosted attack. Instead, knockback changes are caused by external knockback multipliers, ensuring that regardless of the level of boosting, the knockback increase will be the same. The additional damage against shields is also noticeably reduced, however shieldstun, and consequently shield pushback, are not reduced, and thus moves will be safer on shield.
The boost applied by Revenge is equal to <code>0.075 * d + 1.5</code>, (or <code>0.075 * d + 1.25</code>)prior to 8.0.0, where "d" is the total damage of all attacks that have been stacked, with an upper limit of 3× at roughly 20% damage. For example, using Revenge against an attack that inflicts 15% (or three attacks that inflict 5% each) will apply a multiplier of 2.625×. Given the formula, the minimum damage boost will always be 1.. When performing knockback calculations, the game will use the base damage of the move, rather than the boosted damage, and will use the final damage that would have resulted from the unboosted attack. Instead, knockback changes are caused by external knockback multipliers, ensuring that regardless of the level of boosting, the knockback increase will be the same. The additional damage against shields is also noticeably reduced, however shieldstun, and consequently shield pushback, are not reduced, and thus moves will be safer on shield.


When Incineroar uses a move with Revenge active, each kind of attack has a knockback multiplier if it hits, as well as a number of seconds lost from the boost's storage if it misses.  
When Incineroar uses a move with Revenge active, each kind of attack has a knockback multiplier if it hits, as well as a number of seconds lost from the boost's storage if it misses.  

Revision as of 10:40, July 3, 2020

Revenge
Incineroar Down B SSBU.gif
Incineroar using Revenge in Ultimate.
User Incineroar
Universe Pokémon
Article on Bulbapedia Revenge (move)

Revenge (リベンジ, Revenge) is Incineroar's down special move in Super Smash Bros. Ultimate.

Overview

Revenge is a unique counterattack. When initially triggered, Incineroar receives some of the incoming attack's damage and produces a minor burst of flame that has fixed knockback. However, this also applies a boost to Incineroar that multiplies the next attack it lands, which is indicated by its fur radiating an orange glow until it does so. The stored boost lasts for a maximum of 60 seconds, which decreases if Incineroar uses attacks that miss, and is lost if it receives a total of 36% or gets grabbed and thrown (although Alolan Whip from another Incineroar doesn't count). Incineroar can keep countering attacks using Revenge to reset the duration and stack the boost's strength.

Revenge will work against Death's Scythe, but not if Incineroar's damage is too high. If Incineroar successfully uses Revenge, but improperly times its usage of Alolan Whip, Revenge will remain active as well. It is also possible to preserve Revenge via neutral attack's first and second hits, as well as Cross Chop's ascending and non-meteor smash descending hitboxes.

Data

The boost applied by Revenge is equal to 0.075 * d + 1.5, (or 0.075 * d + 1.25)prior to 8.0.0, where "d" is the total damage of all attacks that have been stacked, with an upper limit of 3× at roughly 20% damage. For example, using Revenge against an attack that inflicts 15% (or three attacks that inflict 5% each) will apply a multiplier of 2.625×. Given the formula, the minimum damage boost will always be 1.5×. When performing knockback calculations, the game will use the base damage of the move, rather than the boosted damage, and will use the final damage that would have resulted from the unboosted attack. Instead, knockback changes are caused by external knockback multipliers, ensuring that regardless of the level of boosting, the knockback increase will be the same. The additional damage against shields is also noticeably reduced, however shieldstun, and consequently shield pushback, are not reduced, and thus moves will be safer on shield.

When Incineroar uses a move with Revenge active, each kind of attack has a knockback multiplier if it hits, as well as a number of seconds lost from the boost's storage if it misses.

Attack Knockback multiplier Storage loss (seconds)
Neutral attack 1.2× 2
All tilts 1.15× 4
Dash attack 1.15× 4
All smashes 1.2× 5
All aerials 1.15× 3
Pummel 0
All throws 1.1× 0
Darkest Lariat 1.1× 5
Alolan Whip 1.2× 5
Cross Chop 5
Final Smash 0.5
Item throw 0
Item swing 3

Impact Revenge

Incineroar utilizing Impact Revenge to use a footstool and gimp the Ice Climbers.

On exactly frame 3 of Revenge, it is possible for Incineroar to preserve momentum and utilize it when hit with an attack. The most distance and effectiveness comes from Incineroar being hit in the air. A successful Impact Revenge results in Incineroar drifting forwards, making it a movement option.

While it cannot be executed on reaction without extreme precision, reacting to the instances Impact Revenge works is very possible. This can allow for strong, almost unreactable follow-ups. The usual follow-up is an up aerial string, although up tilt can be used for frame traps. An aerial Impact Revenge into up smash is a particularly strong way to take stocks, immediately making use of the Revenge boost for a potential kill confirm, though it is very situational. Footstools are also possible for gimping opponents while preserving the Revenge boost. Using Impact Revenge to hitconfirm is a very powerful tactic for Incineroar, greatly assisting its potential punish game and improving its kill power.

Instructional quote

Super Smash Bros. Ultimate Move List Incineroar (SSBU) Increases attack power by taking hits from opponents. The power is relative to the damage taken.

Origin

Revenge being used in Pokémon X and Y.

Revenge is a physical Fighting-type move introduced in Pokémon Ruby and Sapphire Versions. It has 60 base power, which is doubled if the user receives damage in the same turn before attacking. However, its negative priority forces the user to move last. In Pokémon Sun and Pokémon Moon, Incineroar can only learn it via breeding. In Pokémon Sword and Pokémon Shield, Incineroar can learn it via TM42.

Gallery

Trivia

  • Despite being a Fighting-type attack in the Pokémon franchise, Revenge's initial counterattack has a flame effect. It shares this quirk with Cross Chop.
  • Being that Revenge deactivates when Incineroar gets thrown, it also deactivates when its opponent successfully applies a command grab as well. This goes for every character who has a command grab in their moveset.
    • The only exception is Incineroar's own Alolan Whip when done in a ditto match. This is, however, replaced by stealing the Revenged Incineroar's Revenge, if the other Incineroar successfully counters an attack with its own Revenge. This takes away the former's Revenge storage completely.