Damage: Difference between revisions
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*[[Grab]] time - Characters at high damage can be grabbed for longer. | *[[Grab]] time - Characters at high damage can be grabbed for longer. | ||
*Status time - Generally, characters with higher damage are vulnerable for longer from a status effect (such as sleeping). The exception is being stunned though a shield 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 stunned though a shield breaking - the more damage a stunned character has, the faster they can recover. | ||
*Ledge recovery - At 100%, a character's ledge animations change to slower ones. Also, their ledge attack | *Ledge recovery - At 100%, a character's ledge animations change to slower ones. Also, their ledge attack gets more powerful. | ||
*[[Hoop damage]] - Characters stop getting hoop damage when at 150%. | *[[Hoop damage]] - Characters stop getting hoop damage when at 150%. | ||
*[[Jet Hammer]] - [[King Dedede (SSBB)|King Dedede]]'s stops getting damage when at 150% | *[[Jet Hammer]] - [[King Dedede (SSBB)|King Dedede]]'s stops getting damage when at 150% | ||
*[[Lucario (SSBB)|Lucario]]'s attack power - The more damage Lucario has, the more damage his attacks based on aura do. (Stop at % | *[[Lucario (SSBB)|Lucario]]'s attack power - The more damage Lucario has, the more damage his attacks based on aura do. (Stop at 200%) | ||
*[[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. | ||
Revision as of 14:37, September 2, 2008
Damage is a measure of how vulnerable one is to the knockback of attacks. A player's damage starts at 0% and can rise infinitely, covering the spectrum of decimal numbers. However, the game only displays integers from 0% to 999%. At low damages, the player cannot be knocked back very far, and can only be thrown off-stage by the game's most powerful attacks. At high damages, the player is knocked back considerably by most attacks, and is at increasing risk of being KO'd. Though damage is measured in percent, getting to 100% does not mean a character is doomed - the number itself is somewhat arbitrary. Each attack inflicts a set amount of damage (Stale-Move Negation notwithstanding).
The following things 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.
- Grab time - Characters at high damage can be grabbed for longer.
- Status time - Generally, characters with higher damage are vulnerable for longer from a status effect (such as sleeping). The exception is being stunned though a shield breaking - the more damage a stunned character has, the faster they can recover.
- Ledge recovery - At 100%, a character's ledge animations change to slower ones. Also, their ledge attack gets more powerful.
- Hoop damage - Characters stop getting hoop damage when at 150%.
- Jet Hammer - King Dedede's stops getting damage when at 150%
- Lucario's attack power - The more damage Lucario has, the more damage his attacks based on aura do. (Stop at 200%)
- Pikmin latch time - Pikmin release a character faster at higher damages.
See Also
- Damage Percentage - The measure of damage in most modes
- HP - The measure of damage in Stamina mode, which is also used by Master Hand and Crazy Hand