SSB4 Icon.png

Rage: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Rage's visual effects are always present in any mode, even if the mechanics are not.)
(The calculation is the most important part, imho. Moving stuff around.)
Line 2: Line 2:
{{disambig2|the mechanic|the [[Smash Run]] power|Power}}
{{disambig2|the mechanic|the [[Smash Run]] power|Power}}
[[File:SSB4 High Damage Steam.jpeg|right|300px|thumb|The smoke rising out of {{SSB4|Sheik}} and {{SSB4|Yoshi}} provides a visual indication of their rage level.]]
[[File:SSB4 High Damage Steam.jpeg|right|300px|thumb|The smoke rising out of {{SSB4|Sheik}} and {{SSB4|Yoshi}} provides a visual indication of their rage level.]]
'''Rage''' is a new mechanic in ''[[Super Smash Bros. 4]]'', where a character's attacks will deal increased [[knockback]] as his or her damage rises. The effect is similar to [[Lucario]]'s [[aura]] mechanic, though the damage dealt by attacks does not increase, and the increase in knockback is less significant. Rage begins to take effect past 35% [[damage]], and maxes out at 150% damage. At maximum rage, attacks will deal 15% more knockback than normal. Rage is visually denoted by characters flashing red and smoke rising out of them when they reach 100%, and the effect grows more visually intense as damage rises farther until the aforementioned 150%; this visual effect making characters appear to be enraged is what led to the mechanic being named "rage" by the ''Smash'' community.
'''Rage''' is a new mechanic in ''[[Super Smash Bros. 4]]'', where a character's attacks will deal increased [[knockback]] as his or her damage rises. The effect is similar to [[Lucario]]'s [[aura]] mechanic, though the damage dealt by attacks does not increase, and the increase in knockback is less significant. Rage begins to take effect past 35% [[damage]], and maxes out at 150% damage. At maximum rage, attacks will deal 15% more knockback than normal. Rage is visually denoted by characters flashing red and smoke rising out of them when they reach 100%, and the effect grows more visually intense as damage rises farther until the aforementioned 150%, though rage starts applying long before the visual indicators appear; this visual effect making characters appear to be enraged is what led to the mechanic being nicknamed "rage" by the ''Smash'' community.


The obvious application of rage is that it allows players at higher damages to land KOs sooner than they would be able to otherwise, which can help aid a losing player staging a comeback, but it can also be used to assist a player with a stock lead in surviving for longer by keeping the opponent's finishing moves at bay. Rage is not necessarily a comeback-friendly mechanic, not just because of that, but also because the increased knockback can prevent [[combo]]s from working sooner than they normally would, especially if the combo involves a setup from a high base knockback throw, making it more difficult for a highly-damaged player to rack up damage on a lower-damaged player. But on the other hand, rage can also assist in combos that rely on greater hitstun, such as stage-specific combos that rely on forcing opponents to close in on platforms to reduce defensive options and refresh the attacker's jumps.
The Rage multiplier is <code>1 + [(p - 35)/115 * 0.15]</code>, where ''p'' is the damage percentage of the attacker (but no less than 35 and no greater than 150)<ref>http://kuroganehammer.com/Smash4/Formulas</ref>. Thus the minimum possible multiplier is 1 (no Rage effect) while the maximum possible multiplier is 1.15 (all knockback is increased by 15%). This multiplier is applied to the end of the [[Knockback#Formula|knockback formula]] (as the variable '''''r'''''), alongside other conditional ratios such as the [[crouching]] penalty (x0.85), [[smash attack]] [[charge]] interruption bonus (x1.2), and grounded [[meteor smash]] penalty (x0.8). The first two multipliers are mutually exclusive to each other, as one cannot be crouching and charging a smash attack (even down smash) at the same time. This multiplier can also be directly applied to the base knockback and knockback scaling values of moves, resulting in the same effective knockback when calculated.


Generally, heavyweight characters such as {{SSB4|Bowser}} and {{SSB4|Ganondorf}} benefit the most from rage, as their greater survivability allows them to both experience rage longer and to a greater degree, and the fact that heavyweights rely less on combos allows them to make greater use of the knockback increase, with little concern of it preventing vital combos. Characters that can rack up damage quickly without rage could lose that potential, however, as rage-induced knockback does not actually increase the amount of hitstun a character suffers.
The obvious application of rage is that it allows players at higher damages to land KOs sooner than they would be able to otherwise, which can help aid a losing player staging a comeback. However, rage is not necessarily a comeback-friendly mechanic. It can be used by players with stock leads to potentially survive for longer, as the player with a lower stock and damage cannot use their finisher's as effectively. Furthermore, the increased knockback from rage can potentially prevent [[combo]]s from working sooner than they normally would, especially in combos that involve setups from [[throw]]s with high base knockback, thus preventing players with high damage percents to increase the damage percents on a lower-damaged player.  Rage can potentially assist in combos that rely on stage-specific combos that rely on forcing opponents onto specific platforms, but these combos, even without rage, can be more difficult to perform than standard combos.


Like [[stale-move negation]], Rage is not present in single player modes such as [[Training]] mode (although the visual effects are still present). As such, its effects cannot be tested in that mode, requiring the player to do testing in [[Versus mode]] instead.
Generally, characters with higher [[weight]]s, such as {{SSB4|Bowser}} or {{SSB4|Ganondorf}}, benefit the most from rage, as their greater survivability allows them to both experience rage longer and to a greater degree. Furthermore, most heavyweights are less reliant on combos compared to other characters, allowing for the greater use of increased knockback with little concern of it preventing vital combos. Conversely, characters that can rack up damage quickly without rage can lose out on several combos they can potentially perform when they start building rage, especially those that rely on [[grab]] setups, such as {{SSB4|R.O.B.}}. Characters with light weights, such as {{SSB4|Kirby}}, also do not strongly benefit from rage, as their lower survivability can shrink the window for which they can take advantage of rage.


This mechanic was originally discovered by the Japanese community at the launch of Smash 3DS there and called the 'Hot Hot Effect'. [[Ayuha]] and {{Sm|Chibo}} then worked together to make a tutorial video on it and bring the information to the US scene, where Chibo then named it the 'Rage Effect'.
Like [[stale-move negation]], Rage is not present in single player modes such as [[Training]] mode, though the visual effects are still present. As such, its effects can only be tested in [[Versus]] modes.


The Rage multiplier is <code>1 + [(p - 35)/115 * 0.15]</code>, where ''p'' is the damage percentage of the attacker (but no less than 35 and no greater than 150)<ref>http://kuroganehammer.com/Smash4/Formulas</ref>. Thus the minimum possible multiplier is 1 (no Rage effect) while the maximum possible multiplier is 1.15 (all knockback is increased by 15%). This multiplier is applied to the end of the [[Knockback#Formula|knockback formula]] (as the variable '''''r'''''), alongside other conditional ratios such as the [[crouching]] penalty (x0.85), [[smash attack]] [[charge]] interruption bonus (x1.2), and grounded [[meteor smash]] penalty (x0.8). The first two multipliers are mutually exclusive to each other, as one cannot be crouching and charging a smash attack (even down smash) at the same time. This multiplier can also be directly applied to the base knockback and knockback scaling values of moves, resulting in the same effective knockback when calculated.
This mechanic was originally discovered by the Japanese community at the launch of ''Smash 4'' on the 3DS in September 14, 2014, and was referred to as the "Hot Hot Effect". [[Ayuha]] and {{Sm|Chibo}} worked together to make a tutorial video on it and bring the information to the western scene, where Chibo then named it the "Rage Effect".


==References==
==References==

Revision as of 13:26, June 23, 2017

This article is about the mechanic. For the Smash Run power, see Power.
The smoke rising out of Sheik and Yoshi provides a visual indication of their rage level.

Rage is a new mechanic in Super Smash Bros. 4, where a character's attacks will deal increased knockback as his or her damage rises. The effect is similar to Lucario's aura mechanic, though the damage dealt by attacks does not increase, and the increase in knockback is less significant. Rage begins to take effect past 35% damage, and maxes out at 150% damage. At maximum rage, attacks will deal 15% more knockback than normal. Rage is visually denoted by characters flashing red and smoke rising out of them when they reach 100%, and the effect grows more visually intense as damage rises farther until the aforementioned 150%, though rage starts applying long before the visual indicators appear; this visual effect making characters appear to be enraged is what led to the mechanic being nicknamed "rage" by the Smash community.

The Rage multiplier is 1 + [(p - 35)/115 * 0.15], where p is the damage percentage of the attacker (but no less than 35 and no greater than 150)[1]. Thus the minimum possible multiplier is 1 (no Rage effect) while the maximum possible multiplier is 1.15 (all knockback is increased by 15%). This multiplier is applied to the end of the knockback formula (as the variable r), alongside other conditional ratios such as the crouching penalty (x0.85), smash attack charge interruption bonus (x1.2), and grounded meteor smash penalty (x0.8). The first two multipliers are mutually exclusive to each other, as one cannot be crouching and charging a smash attack (even down smash) at the same time. This multiplier can also be directly applied to the base knockback and knockback scaling values of moves, resulting in the same effective knockback when calculated.

The obvious application of rage is that it allows players at higher damages to land KOs sooner than they would be able to otherwise, which can help aid a losing player staging a comeback. However, rage is not necessarily a comeback-friendly mechanic. It can be used by players with stock leads to potentially survive for longer, as the player with a lower stock and damage cannot use their finisher's as effectively. Furthermore, the increased knockback from rage can potentially prevent combos from working sooner than they normally would, especially in combos that involve setups from throws with high base knockback, thus preventing players with high damage percents to increase the damage percents on a lower-damaged player. Rage can potentially assist in combos that rely on stage-specific combos that rely on forcing opponents onto specific platforms, but these combos, even without rage, can be more difficult to perform than standard combos.

Generally, characters with higher weights, such as Bowser or Ganondorf, benefit the most from rage, as their greater survivability allows them to both experience rage longer and to a greater degree. Furthermore, most heavyweights are less reliant on combos compared to other characters, allowing for the greater use of increased knockback with little concern of it preventing vital combos. Conversely, characters that can rack up damage quickly without rage can lose out on several combos they can potentially perform when they start building rage, especially those that rely on grab setups, such as R.O.B.. Characters with light weights, such as Kirby, also do not strongly benefit from rage, as their lower survivability can shrink the window for which they can take advantage of rage.

Like stale-move negation, Rage is not present in single player modes such as Training mode, though the visual effects are still present. As such, its effects can only be tested in Versus modes.

This mechanic was originally discovered by the Japanese community at the launch of Smash 4 on the 3DS in September 14, 2014, and was referred to as the "Hot Hot Effect". Ayuha and Chibo worked together to make a tutorial video on it and bring the information to the western scene, where Chibo then named it the "Rage Effect".

References