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| {{ArticleIcons|ssb=y|ssbm=y|ssbb=y}}
| | Your mother is fucking ugly |
| [[Image:damagepercent.jpg|thumb|right|[[Mario]] damaging [[Link]] in ''Brawl''.]]
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| '''Damage''' is a measure of how vulnerable a player is to the [[knockback]] of attacks. 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.
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| Damage starts at 0% and can rise all the way up to 999%. Though damage is displayed as a percent, getting to 100% does not mean a character is doomed - the number itself is somewhat arbitrary. Damage is measured as an integer in ''SSB64'' and a decimal number in ''SSBM'' and ''SSBB''; a damage with a decimal part is rounded down when displayed.
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| Each attack deals a set amount of damage, which is then modified by things such as [[Stale-Move Negation]] before the target is launched. An attack that does no damage will not cause targets to [[flinch]] and not produce a regular hit sound, although it will still cause knockback. The damage an attack deals is a significant factor in how much knockback it causes.
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| The following things are affected by damage:
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| *Knockback - As a character gets more damage, they fly further when hit. Certain attacks have [[set knockback]], and don't apply.
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| *[[Grab]] time - Characters at high damage can be grabbed for longer.
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| *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.
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| *Ledge recovery - At 100%, a character's ledge animations become slower and provide more invincibility frames. The slower attack also deals more damage.
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| *[[Hoop damage]] - Characters stop getting hoop damage when at 150%.
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| *[[Jet Hammer]] - Like hoop damage, [[King Dedede (SSBB)|King Dedede]] stops getting damaged when at 150%.
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| *[[Lucario (SSBB)|Lucario]]'s attack power - The more damage Lucario has, the more damage his [[aura]]-based attacks do. The power is at "normal" when Lucario is at 75%, while it stops decreasing at 20% and caps at 170%.
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| *[[Pikmin Throw|Pikmin latch time]] - Pikmin release a character faster at higher damages.
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| *A [[Team Healer]]'s healing power - The more damage the target has, the more damage the item heals.
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| *[[Swimming|Swim time]] - Higher-damaged characters have less time to swim before panicing, the shortest swim time being at about 90%.
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| ==Damage meter==
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| [[File:Link1stock.png|thumb|right|Link's damage meter in all three smash games.]]
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| The damage meter displays the damage percentage a character has accumulated from attacks, as well as the character's [[series symbol|universal symbol]] and number of [[stock]] remaining (in non-stock modes, it displays as 1 "stock"). Damage meters are displayed at the bottom of the screen during gameplay. The color of the symbols is based on the player's controller port and is grey for computer players.
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| In ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee|Melee]]'', the identity of a character's damage meter, if not belonging to someone with a unique symbol (such as [[Yoshi]] or [[Ness]]), is made obvious by the stock counter bearing the image of the character's face. Because this is tied into the number of stocks remaining, if a character is defeated (and therefore has no stock images showing), one cannot always tell at a glance who the defeated character is. This is changed in ''[[Super Smash Bros. Brawl|Brawl]]'', where a somewhat large image of the character and their name are used alongside the percentage display; the stock counter is simply a row of dots. The display partially fades if a character is standing "behind" it.
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| ==See Also==
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| *[[HP]] - The measure of damage in [[Stamina]] mode, which is also used by [[boss]]es.
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| [[Category:Damage| ]]
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| [[Category:Terms]]
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| [[Category:Gameplay]]
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