Damage: Difference between revisions

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→‎Trivia: added trivia about how decimals were treated in the series
m (Added thwack to instant KO’s since it’s mechanics match up with the other examples)
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(→‎Trivia: added trivia about how decimals were treated in the series)
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**[[Floow]]s on Intense difficulty in the Subspace Emissary can attack using some sort of scream or lament, which can inflict over 200% if all hits connect. If multiple Floows attack together or in turns, they can inflict 999% in less than 5 seconds.
**[[Floow]]s on Intense difficulty in the Subspace Emissary can attack using some sort of scream or lament, which can inflict over 200% if all hits connect. If multiple Floows attack together or in turns, they can inflict 999% in less than 5 seconds.
**A notable multi-hitting move capable of huge damages is Tabuu's Rapid Chop on Intense difficulty in the Subspace Emissary (over 300% if all hits connect in a few seconds).
**A notable multi-hitting move capable of huge damages is Tabuu's Rapid Chop on Intense difficulty in the Subspace Emissary (over 300% if all hits connect in a few seconds).
*While ''Ultimate'' was the first in the series to display decimal percentages on-screen, decimal points have actually been used in every ''Smash'' game. Up until ''Smash 4'', the game would round down to the nearest interger and display that number on-screen.
**This caused a side effect where attacks seemingly had inconsistent damage output in certain circumstances because the hidden decimal would role into the next interger, which would be reflected on-screen.
**Another side effect was that players would occasionally be forced to go into [[Sudden Death]] because they have the same percentage on-screen when time runs out despite technically having a difference of less than 1% in the background.


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