Editing 1v1 multiplier

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Unlike most other damage multipliers, the 1v1 multiplier modifies damage taken, rather than damage given, and is ignored in many calculations. As a result, it has some unintuitive interactions:
Unlike most other damage multipliers, the 1v1 multiplier modifies damage taken, rather than damage given, and is ignored in many calculations. As a result, it has some unintuitive interactions:
*It does not affect the amount of damage needed to KO an opponent. If a move will KO when it hits an opponent at 120%, it will do so whether the 1v1 multiplier is on or off. The same goes for knockback-based armor, such as {{SSBU|Yoshi}}'s midair jump.
*It does not affect the amount of damage needed to KO an opponent. If a move will KO when it hits an opponent at 120%, it will do so whether the 1v1 multiplier is on or off. The same goes for knockback-based armor, such as {{SSBU|Yoshi}}'s midair jump.
**The sole exception to this is the knockback dealt by damage terrain, such as the Danger Zones on [[The Great Cave Offensive]], and the lava on [[Super Mario Maker]], which is affected by the multiplier.
**The sole exception to this is the knockback dealt by damage terrain, such as the Danger Zones on [[The Great Cave Offensive]], and the lave on [[Super Mario Maker]], which is affected by the multiplier.
**It does mean that the opponent will be at higher damage before the last hit of a multi-hit move connects, and thus the move will effectively KO earlier.
**It does mean that the opponent will be at higher damage before the last hit of a multi-hit move connects, and thus the move will effectively KO earlier.
**Similarly, while the damage necessary to break damage-based [[armor]] is unaffected, the higher damage dealt by previous hits may alter whether the next hit will succeed.
**Similarly, while the damage necessary to break damage-based [[armor]] is unaffected, the higher damage dealt by previous hits may alter whether the next hit will succeed.

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