Didn't Smash Dojo Mention that Lucario's current standing also had an impact on Aura [1]? Was that just not true or is the "Ever so slight" boost just completely inconsequential? --Phred (talk) 23:20, 23 August 2011 (EDT)
- It's true but I don't know what its formula is. Toomai Glittershine The Eggster 23:44, 23 August 2011 (EDT)
Isn't thatEdit
Fire? I'm not sure because it seems to me blue fire is bursted out and started burning.--Brandondorf 01:03, 3 October 2011 (EDT)
- Read your talk page now. MegaTron1XD 01:04, 3 October 2011 (EDT)
- I have no new messages. I can only see them if i'm notified.--Brandondorf 11:20, 3 October 2011 (EDT)
more overall info?Edit
This page needs more overall info about what aura is, instead of just a bunch of in game data.Pokémonultimate 20:08, 17 November 2011 (EST)
Other usesEdit
Should we perhaps mention the use of Aura to detect other beings? It was this use of Aura that allowed Lucario to recruit Snake by finding him, after all. -User: Galaxia Light 13:19, 9 February 2012
NewsEdit
I found out that Lucario has to get 167 for max damage dealt —Preceding unsigned comment added by ShupaRoeh (talk • contribs) 02:02, 9 April 2012
- It's variable. Example: Lucario's jab caps at 170%, while his down tilt caps at 147%. Aerodrome (talk) 22:49, 8 April 2012 (EDT)
- No, it's 170% for all attacks, like the page already states. It just seems different for some attacks because you can't tell the difference between 14.2 and 14.9 and such. Toomai Glittershine The Incomprehensible 23:05, 8 April 2012 (EDT)
- I recall there being this chart made by a member of the SWF Brawl Lucario boards. It was done in training mode, and a lot of them seem almost randomly different. It makes me wonder if the guy who did the original research wasn't particularly good at testing this. Aerodrome (talk) 23:34, 8 April 2012 (EDT)
- I'm guessing he was just unaware of decimal damage, or thought it was irrelevant (which isn't true; the d-tilt's range of 4.9-9.8 is really not equivalent to that table's reported 4-9). Toomai Glittershine The Yoshi 23:45, 8 April 2012 (EDT)
- I guess this solidifies my opinion of plebs being useless at testing stuff then. I'm going to give it a bit of a test in training mode later however. Down tilt and up tilt are perfect candidates to compare since both do the same amount of base damage, but according to this (useless) chart, down tilt does 9% at 143% while up tilt will only ever have a maximum of 8%. Which I will admit, is quite ludicrous if it follows a formula. Aerodrome (talk) 23:57, 8 April 2012 (EDT)
- I'm guessing he was just unaware of decimal damage, or thought it was irrelevant (which isn't true; the d-tilt's range of 4.9-9.8 is really not equivalent to that table's reported 4-9). Toomai Glittershine The Yoshi 23:45, 8 April 2012 (EDT)
- I recall there being this chart made by a member of the SWF Brawl Lucario boards. It was done in training mode, and a lot of them seem almost randomly different. It makes me wonder if the guy who did the original research wasn't particularly good at testing this. Aerodrome (talk) 23:34, 8 April 2012 (EDT)
- No, it's 170% for all attacks, like the page already states. It just seems different for some attacks because you can't tell the difference between 14.2 and 14.9 and such. Toomai Glittershine The Incomprehensible 23:05, 8 April 2012 (EDT)
SSB4 Aura formulaEdit
I think that I've figured out what the formula for the aura mechanic is in Super Smash Bros. 4. I tested the formula with different damage values. However, I don't know how to add it to the site. LimitCrown (talk) 15:37, 14 January 2015 (EST)
- Post what you have here and I can do it up in the math format. Toomai Glittershine The Chilled 16:17, 14 January 2015 (EST)
- r = (17/35)d + 66 if 0≤d≤70
- (7/12)d + 355/6 if 70≤d≤190
- 170 if d≥190
- LimitCrown (talk) 16:42, 14 January 2015 (EST)
- Alright, I'll create and upload the math image. Once I get a chance to confirm this myself, I'll slot the math into {{AuraDamageSSB4}}. Toomai Glittershine The Undirigible 16:45, 14 January 2015 (EST)
SplitEdit
Since SSB4, all of Lucario's moves, even those without the aura effect (such as his dash attack) are boosted by the aura mechanic. Conversely, Richter's Holy Water uses the aura effect (as do some bosses' attacks), but these attacks do not utilize the aura mechanic at all. Splitting the mechanic from the effect would make this distinction much clearer. --SnorlaxMonster 03:06, April 20, 2019 (EDT)
- You can my opinion with a grain of salt if you want to, but I agree with this. It’s not just Richter who’s an exception to the mechanic. A couple bosses also use the effect for their attacks, but do not utilize the effect. Since Aura is more prominent with Lucario than anybody else though, should we just keep this page as just “Aura” and then make a new page named “Aura (effect)”? Lou Cena (talk) 03:51, June 29, 2019 (EDT)
So uh we haven’t split already? - RobbyB3ll4s (talk)
Strongly supporting a split. A distinction should be solidified between the mechanic and the effect, because they can be easily mistaken for one another imo. Acgamer28 (talk) 09:13, January 22, 2020 (EST)
Support as well. Just like water (effect), water (type), and the swimming mechanic are separate, I think the aura (effect) and mechanic should be separate. --CanvasK (talk) 00:04, March 7, 2020 (EST)