Editing Rage

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Generally, [[Weight|heavyweights]] benefit the most from rage, as their greater endurance allows them to both experience rage longer and to a greater degree. Furthermore, most heavyweights are less reliant on combos compared to other characters, allowing for the greater use of increased knockback with little concern of it preventing vital combos. Conversely, characters that can rack up damage quickly without rage can lose out on several combos they can potentially perform when they start building rage, especially those that rely on [[grab]] set-ups, such as {{SSB4|R.O.B.}} Lightweights also do not strongly benefit from rage, as their lower endurance can shrink the window for which they can take advantage of rage. {{SSB4|Lucario}} benefits uniquely from rage, as its signature [[aura]] mechanic increases the damage dealt by all its moves, increasing significantly its overall launching power at higher percents with the two mechanics stacking.  
Generally, [[Weight|heavyweights]] benefit the most from rage, as their greater endurance allows them to both experience rage longer and to a greater degree. Furthermore, most heavyweights are less reliant on combos compared to other characters, allowing for the greater use of increased knockback with little concern of it preventing vital combos. Conversely, characters that can rack up damage quickly without rage can lose out on several combos they can potentially perform when they start building rage, especially those that rely on [[grab]] set-ups, such as {{SSB4|R.O.B.}} Lightweights also do not strongly benefit from rage, as their lower endurance can shrink the window for which they can take advantage of rage. {{SSB4|Lucario}} benefits uniquely from rage, as its signature [[aura]] mechanic increases the damage dealt by all its moves, increasing significantly its overall launching power at higher percents with the two mechanics stacking.  


Rage applies even to portions of attacks that use [[set knockback]]. This causes abnormal behavior on attacks with linking hits that use high set knockback values in order for the target to keep up with the attacker, such as the initial hits of {{SSB4|Mario}}'s [[Super Jump Punch]], {{SSB4|Peach}}'s [[Peach Parasol]], {{SSB4|Zero Suit Samus}}'s [[Boost Kick]], and {{SSB4|Samus}}'s grounded {{b|Screw Attack|move}}, instead causing them to knock targets much farther away from the attacker and potentially KO them at very low percentages. This is a commonly criticized aspect of rage, since characters with a high level of rage and such kinds of moves can pull off extremely rewarding comebacks with comparatively much lower risk, and their playstyle can degenerate to constantly putting opponents into positions where such early KOs are more likely to happen, such as on platforms or as a followup from vertical launching moves, as long as they have rage. Screw Attack is an infamous example of this, as with high rage, Samus can not only [[one-hit KO]] several [[floaty]] and/or [[Weight|light]] characters in midair with the grounded initial hits of the move, but can combo reliably into it from her [[dash attack]], which is already one of her most useful moves.
Rage applies even to portions of attacks that use [[set knockback]]. This causes abnormal behavior on attacks with linking hits that use high set knockback values in order for the target to keep up with the attacker, such as the initial hits of {{SSB4|Mario}}'s [[Super Jump Punch]], {{SSB4|Peach}}'s [[Peach Parasol]] and {{SSB4|Samus}}'s grounded {{b|Screw Attack|move}}, instead causing them to knock targets much farther away from the attacker and potentially KO them at very low percentages. This is a commonly criticized aspect of rage, since characters with a high level of rage and such kinds of moves can pull off extremely rewarding comebacks with comparatively much lower risk, and their playstyle can degenerate to constantly putting opponents into positions where such early KOs are more likely to happen, such as on platforms or as a followup from vertical launching moves, as long as they have rage. Screw Attack is an infamous example of this, as with high rage, Samus can not only [[one-hit KO]] several [[floaty]] and/or [[Weight|light]] characters in midair with the grounded initial hits of the move, but can combo reliably into it from her [[dash attack]], which is already one of her most useful moves.


==In ''Super Smash Bros. Ultimate''==
==In ''Super Smash Bros. Ultimate''==

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