Launch rate: Difference between revisions

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#REDIRECT[[Knockback#Launch rate]]
'''Damage ratio''', also known as '''Damage %''' in ''[[Super Smash Bros.]]'' and '''Launch Rate''' in ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]'', is a feature in all ''{{b|Super Smash Bros.|series}}'' games that alters how much [[knockback]] is given and received (despite the name, [[damage]] is unaffected). All knockback in a match is multiplied by the damage ratio value, which by default is 1.0 but can be set from as low as 0.5 ([[attack]]s have half knockback) to as high as 2.0 (attacks have double knockback). The minimal damage ratio is ideal for [[combos]] while the maximum damage ratio is ideal for [[OHKO]]s. In ''Smash 4'', attacks that deal [[set knockback]] are unaffected by changes to the damage ratio, allowing those attacks to still combo into each other.
 
Damage ratio is not to be confused with [[handicap]], which is another feature that increases/decreases knockback, but in an entirely different way.
 
There has been some discussion amongst ''Brawl''{{'}}s competitive community as to whether using a damage ratio value other than the default 1.0 results in a more healthy metagame; 1.1 is a commonly-mentioned value claimed to make many polarizing attack chains (such as using Sheik's forward tilt into itself endlessly) less viable while also shortening the length of stocks. The idea has never attained serious consideration among tournament organizers.


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Latest revision as of 12:29, June 9, 2020