Damage: Difference between revisions

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{{ArticleIcons|series=y}}
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:''This article is about the general mechanic. For the display element in particular, see [[Damage meter]].''
[[File:damagepercent.jpg|thumb|right|{{SSBB|Mario}} damaging {{SSBB|Link}} in ''Brawl''.]]
[[File:damagepercent.jpg|thumb|right|{{SSBB|Mario}} damaging {{SSBB|Link}} in ''Brawl''.]]
'''Damage''' is the basic measure of how vulnerable a [[character]] is to the [[knockback]] of attacks. At low damages, the character cannot be knocked back very far, and can only be thrown off-stage by the game's most powerful attacks. However, at high damages, attacks deliver  considerably more knockback, increasing the risks of severely damaged characters to be [[KO]]'d.
'''Damage''' is the basic measure of how vulnerable a [[character]] is to the [[knockback]] of attacks. At low damages, the character cannot be knocked back very far, and can only be thrown off-stage by the game's most powerful attacks. However, at high damages, attacks deliver  considerably more knockback, increasing the risks of severely damaged characters to be [[KO]]'d.
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Should a [[tournament]] match [[time out]] and the players have equal stock remaining, whoever has less damage is the winner, and a tiebreak procedure is followed should damage also be even. This refers to the usual rules in ''Smash'' tournaments, unrelated to the [[Tournament mode]].
Should a [[tournament]] match [[time out]] and the players have equal stock remaining, whoever has less damage is the winner, and a tiebreak procedure is followed should damage also be even. This refers to the usual rules in ''Smash'' tournaments, unrelated to the [[Tournament mode]].
For more information about the damage meter itself, see [[Damage meter|here]].


==See also==
==See also==
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