Damage: Difference between revisions

24 bytes removed ,  1 month ago
m
Better to be more explicit than hiding what the names are. And there are hammers that don't deal damage to the user
No edit summary
m (Better to be more explicit than hiding what the names are. And there are hammers that don't deal damage to the user)
 
Line 10: Line 10:


The following aspects are affected by damage:
The following aspects are affected by damage:
*Knockback – As a character gets more damage, they fly further when hit. Certain attacks have [[set knockback]], and don't apply damage to the knockback formula.
*Knockback – As a character gets more damage, they fly further when hit. Certain attacks have [[set knockback]], and don't apply damage to the knockback formula.
*[[Grab]] time – Characters at high damage can be grabbed for longer periods of time.
*[[Grab]] time – Characters at high damage can be grabbed for longer periods of time.
*Status time – Generally, characters with higher damage are vulnerable for longer from a status effect (such as sleeping). The exception is being [[stun]]ned through a [[shield]] [[Shield break|breaking]] – the more damage a stunned character has, the faster they can recover.
*Status time – Generally, characters with higher damage are vulnerable for longer from a status effect (such as sleeping). The exception is being [[stun]]ned through a [[shield break]] – the more damage a stunned character has, the faster they can recover.
*[[Ledge recovery]] – Before ''Smash 4'', a character's ledge animations change at 100% or more, becoming more sluggish and providing more invincibility frames. The slower attack also deals more damage (in all games this applies to, [[Captain Falcon]]'s is the sole exception).
*[[Ledge recovery]] – Before ''Smash 4'', a character's ledge animations change at 100% or more, becoming more sluggish and providing more invincibility frames. The slower attack also deals more damage (in all games this applies to, [[Captain Falcon]]'s is the sole exception).
*[[Magnifying-Glass Damage]] – Characters will not accumulate hoop damage at 150% damage or higher.  
*[[Magnifying-Glass Damage]] – Characters will not accumulate hoop damage at 150% damage or higher.  
*[[Jet Hammer|Hammer]] [[Hammer Flip|moves]] – [[King Dedede]] and [[Kirby]] will not be damaged by charging these attacks when they are at 100% or more damage. In ''Brawl'', this only applies to King Dedede and is instead at 150%.
*[[Jet Hammer]] & [[Hammer Flip]] – Like Magnifying-Glass Damage, [[King Dedede]]/[[Kirby]] will not be damaged by charging their attack when they have 150%{{GameIcon|SSBB}}/100%{{GameIcon|SSB4}}{{GameIcon|SSBU}} or more damage.
*[[Lucario]]'s attack power – The more damage Lucario has, the more damage its [[Aura|aura-based]] attacks do. In ''Brawl'', the power is at its base level when Lucario is at 75%, while it stops decreasing at 20% and caps at 170%.
*[[Lucario]]'s attack power – The more damage Lucario has, the more damage its [[Aura|aura-based]] attacks do. In ''Brawl'', the power is at its base level when Lucario is at 75%, while it stops decreasing at 20% and caps at 170%.
*[[Pikmin Throw|Pikmin latch time]] – Pikmin release a character faster at higher damages.
*[[Pikmin Throw|Pikmin latch time]] – Pikmin release a character faster at higher damages.
32,603

edits