Damage: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 1: Line 1:
'''Damage Percent''' is the basic unit of defense in almost every mode of the Super Smash Bros. series. When a character is attacked, their Damage Percent increases. The higher their percent, the further they go when attacked.
'''Damage''' is a measure of how vulnerable one is to the [[knockback]] of attacks.  A player's damage ranges from 0% to 999%.  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 every attack, and is increasingly liable to being [[KO]]'d. Each attack inflicts a particular amount of damage, increasing the knockback of subsequent attacks.


Damage Percent is used in all modes except for [[Stamina]], where [[HP]] is used, and [[Master Hand]] and [[Crazy Hand]] always use [[HP]] unless altered with an Action Replay.
Though damage is measured in percent, characters can live well beyond 100%.  At 100% damage and above, however, the moves performed from the [[ledge|edge]] and while lying prone are much different, usually slower and less powerful.
 
==See Also==
 
*[[Damage Percent]] - The measure of damage in most modes
*[[HP]] - The measure of damage in [[Stamina]] mode, which is also used by [[Master Hand]] and [[Crazy Hand]]

Revision as of 06:34, March 5, 2007

Damage is a measure of how vulnerable one is to the knockback of attacks. A player's damage ranges from 0% to 999%. 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 every attack, and is increasingly liable to being KO'd. Each attack inflicts a particular amount of damage, increasing the knockback of subsequent attacks.

Though damage is measured in percent, characters can live well beyond 100%. At 100% damage and above, however, the moves performed from the edge and while lying prone are much different, usually slower and less powerful.

See Also