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*[[Swimming|Swim time]] – Higher-damaged characters have less time to swim before panicking, with characters at 96% or higher damage having the shortest swim time. | *[[Swimming|Swim time]] – Higher-damaged characters have less time to swim before panicking, with characters at 96% or higher damage having the shortest swim time. | ||
*[[Donkey Kong]]’s [[forward throw]] – The more damage the grabbed character has, the longer they can be carried, similar to the grab time function. | *[[Donkey Kong]]’s [[forward throw]] – The more damage the grabbed character has, the longer they can be carried, similar to the grab time function. | ||
*[[Instant KO]]s – Many potential Instant KOs, such as [[Danger Zone]]s, [[Giga Bowser Punch]], [[Infernal Climax]], [[Plasma Scream]], [[Triforce of Wisdom]], [[All-Out Attack]], [[Thwack]], and [[Death's Scythe]], will fail to obliterate a character with less than a certain amount of damage and instead cause damage and knockback. | *[[Instant KO]]s – Many potential Instant KOs, such as [[Danger Zone]]s, [[Giga Bowser Punch]], [[Infernal Climax]], [[Plasma Scream]], [[Triforce of Wisdom]], [[All-Out Attack]], [[Whack]], [[Thwack]], and [[Death's Scythe]], will fail to obliterate a character with less than a certain amount of damage and instead cause damage and knockback. | ||
In lieu of [[sudden death]], damage is used as a tiebreaker in competitive environments when players have equal [[stock]] remaining. The player with the least damage is considered the winner. | In lieu of [[sudden death]], damage is used as a tiebreaker in competitive environments when players have equal [[stock]] remaining. The player with the least damage is considered the winner. |
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