Super Smash Bros. series

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{{ArticleIcons|ssb=y|ssbm=y|ssbb=y|ssb4=y}}
{{ArticleIcons|series=y}}
{{redirect|HP|the mode in which HP is used|Stamina Mode}}
{{redirect|HP|the mode in which HP is used|Stamina Mode}}
{{for|the display element|Damage meter}}
{{for|the display element|Damage meter}}
{{for|the Chilean Smasher|Smasher:HP}}


[[File:Hit Points Demonstration Brawl.gif|thumb|250px|{{SSBB|Toon Link}} and {{SSBB|Wolf}} fighting each other in [[Stamina Mode]], which uses the hit point system of health.]]
[[File:Hit Points Demonstration Brawl.gif|thumb|250px|{{SSBB|Toon Link}} and {{SSBB|Wolf}} fighting each other in [[Stamina Mode]], which uses the hit point system of health.]]


'''Hit points''', sometimes abbreviated as '''HP''', is the basic unit of health in the [[Stamina]] modes of ''[[Super Smash Bros. Melee]]'', ''[[Brawl]]'', and {{forwiiu}}. It has since also been used the unit of health for [[boss]]es, and for enemies in [[Adventure Mode]], the [[Subspace Emissary]], and [[Smash Run]]. When a character is hit by an opponent's attack, their hit points decrease. The character can continue as normal until their hit points are reduced to 0, when they are [[KO'd]]. The health of two recurring bosses in the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]], [[Master Hand]] and [[Crazy Hand]], are always measured in hit points, unless otherwise altered by the [[Master Hand glitch]] or an [[Action Replay]].
'''Hit points''', sometimes abbreviated as '''HP''', are the basic unit of health in the [[Stamina mode]]s of ''[[Super Smash Bros. Melee]]'', ''[[Super Smash Bros. Brawl]]'', {{forwiiu}}, and ''[[Super Smash Bros. Ultimate]]''. It has since also been used the unit of health for [[boss]]es, and for enemies in [[Adventure Mode]], the [[Subspace Emissary]], and [[Smash Run]].  


Hit points of a character decrease just like [[damage]] is raised, so if an attack did 10%, it would decrease the opponent's HP by 10 points. Once the HP reaches 0 the character (or boss) will show an animation sequence of that character fainting, during which the sequence the other characters move in slow motion. In the case of Adventure mode enemies, when their HP is reduced to 0, they will be sent flying back until they pass a [[blast line]] or disappear.
==Overview==
At the beginning of a game, all players start with a set amount of hit points. When a character is hit by an opponent's attack, their hit points decrease. The character can continue as normal until their hit points are reduced to 0, when they are [[KO'd]]. The health of two recurring bosses in the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]], [[Master Hand]] and [[Crazy Hand]], are always measured in hit points, unless otherwise altered by the [[Master Hand glitch]] or an [[Action Replay]].


In terms of game coding, HP in Stamina battles is equal to a negative damage - that is, an HP displaying as 123 HP is actually a damage of -123%. This explains why characters take minimal knockback in stamina matches until they are defeated (HP drops to 0, damage begins to rise above 0%). In the same way that damage is displayed as an integer but tracked as a decimal (so a damage of 14.6% is reported as 14%), HP is also rounded down - although as it is considered negative, it is rounded up, so a value of 14.6 HP would be displayed as 15 HP; this has the side effect of any HP value less than 1 (such as 0.4) being reported as 1, so it is impossible to display a 0 if the character is not defeated. On the other hand, HP for enemies and bosses (at least in ''Brawl'') is a positive number that is decreased on taking damage.
Hit points of a character decrease just like [[damage]] is raised, so if an attack did 10%, it would decrease the opponent's HP by 10 points. Once the HP reaches 0, the character (or boss) will show an animation sequence of that character fainting, during which the sequence the other characters move in slow motion. In the case of Adventure mode enemies, when their HP is reduced to 0, they will be sent flying back until they pass a [[blast line]] or disappear.
 
In terms of game coding, HP in Stamina battles is equal to a negative damage value — that is, an HP displaying as 123 HP is actually a damage of -123%. In the same way that damage is displayed as an integer but tracked as a decimal (so a damage of 14.6% is reported as 14%), HP is also rounded down although as it is considered negative, it is rounded up (using the floor function in math), so a value of 14.6 HP would be displayed as 15 HP; this has the side effect of any HP value between 0 and 1 (such as 0.4) being reported as 1, so it is impossible to display a 0 if the character is not defeated. However, decimal HP is displayed in ''Ultimate''. On the other hand, HP for enemies and bosses (at least in ''Brawl'') is a positive number that is decreased on taking damage.
 
==In competitive play==
{{See also|Stamina mode}}
Hit points are rarely seen in tournaments due to being a part of stamina mode, of which the [[community]] generally prefers to standard [[damage]] rules. However, some tournaments run stamina brackets as a side event due to a simple change in how damage is calculated completely changing how the game is played.


== Trivia ==
== Trivia ==
*In ''Brawl'' and ''Smash 4'', there is a [[Undead glitch|glitch]] that lets {{b|Giga Bowser|Final Smash}}, [[Mega Charizard X]], [[Giga Mac]], [[Mega Lucario]], or [[Wario-Man]] transform back into their regular forms after taking damage during their Final Smash and staying alive with 0 HP. All can go on to win the match if they are not hit by any hitbox, except for Wario in ''Brawl''.
*In ''Brawl'' and ''Smash 4'', there is a [[Undead glitch|glitch]] that lets {{b|Giga Bowser|Final Smash}}, [[Mega Charizard X]], [[Giga Mac]], [[Mega Lucario]], or [[Wario-Man]] transform back into their regular forms after taking damage during their Final Smash and staying alive with 0 HP. All can go on to win the match if they are not hit by any hitbox, except for Wario in ''Brawl''.
*In ''Brawl'', when in [[Boss Battles Mode]], Master Hand and Crazy Hand's health is displayed as a health bar like a [[Subspace Emissary]] boss.
*In ''Brawl'', when in [[Boss Battles Mode]], Master Hand and Crazy Hand's health is displayed as a health bar like a [[Subspace Emissary]] boss.
*When Rosalina is defeated, Lumas will still spawn, but are unable to do anything aside from blocking projectiles and attacks like [[Flare Blitz]].
*When Rosalina is defeated in ''Smash 4'', Lumas will still spawn, but are unable to do anything aside from blocking projectiles and attacks like [[Flare Blitz]].
**Similarly, {{SSB4|Little Mac}}'s [[Power Meter]] will also continue to rise if his body is attacked after defeat.
**Similarly, {{SSB4|Little Mac}}'s [[Power Meter]] will also continue to rise if his body is attacked after defeat.



Latest revision as of 21:50, January 18, 2024

"HP" redirects here. For the mode in which HP is used, see Stamina Mode.
For the display element, see Damage meter.
For the Chilean Smasher, see Smasher:HP.
Toon Link and Wolf demonstrating the hit point system of depletion. Free look used, too.
Toon Link and Wolf fighting each other in Stamina Mode, which uses the hit point system of health.

Hit points, sometimes abbreviated as HP, are the basic unit of health in the Stamina modes of Super Smash Bros. Melee, Super Smash Bros. Brawl, Super Smash Bros. for Wii U, and Super Smash Bros. Ultimate. It has since also been used the unit of health for bosses, and for enemies in Adventure Mode, the Subspace Emissary, and Smash Run.

Overview[edit]

At the beginning of a game, all players start with a set amount of hit points. When a character is hit by an opponent's attack, their hit points decrease. The character can continue as normal until their hit points are reduced to 0, when they are KO'd. The health of two recurring bosses in the Super Smash Bros. series, Master Hand and Crazy Hand, are always measured in hit points, unless otherwise altered by the Master Hand glitch or an Action Replay.

Hit points of a character decrease just like damage is raised, so if an attack did 10%, it would decrease the opponent's HP by 10 points. Once the HP reaches 0, the character (or boss) will show an animation sequence of that character fainting, during which the sequence the other characters move in slow motion. In the case of Adventure mode enemies, when their HP is reduced to 0, they will be sent flying back until they pass a blast line or disappear.

In terms of game coding, HP in Stamina battles is equal to a negative damage value — that is, an HP displaying as 123 HP is actually a damage of -123%. In the same way that damage is displayed as an integer but tracked as a decimal (so a damage of 14.6% is reported as 14%), HP is also rounded down — although as it is considered negative, it is rounded up (using the floor function in math), so a value of 14.6 HP would be displayed as 15 HP; this has the side effect of any HP value between 0 and 1 (such as 0.4) being reported as 1, so it is impossible to display a 0 if the character is not defeated. However, decimal HP is displayed in Ultimate. On the other hand, HP for enemies and bosses (at least in Brawl) is a positive number that is decreased on taking damage.

In competitive play[edit]

See also: Stamina mode

Hit points are rarely seen in tournaments due to being a part of stamina mode, of which the community generally prefers to standard damage rules. However, some tournaments run stamina brackets as a side event due to a simple change in how damage is calculated completely changing how the game is played.

Trivia[edit]

  • In Brawl and Smash 4, there is a glitch that lets Giga Bowser, Mega Charizard X, Giga Mac, Mega Lucario, or Wario-Man transform back into their regular forms after taking damage during their Final Smash and staying alive with 0 HP. All can go on to win the match if they are not hit by any hitbox, except for Wario in Brawl.
  • In Brawl, when in Boss Battles Mode, Master Hand and Crazy Hand's health is displayed as a health bar like a Subspace Emissary boss.
  • When Rosalina is defeated in Smash 4, Lumas will still spawn, but are unable to do anything aside from blocking projectiles and attacks like Flare Blitz.

See also[edit]