Rage: Difference between revisions

26 bytes added ,  7 years ago
m
no edit summary
No edit summary
mNo edit summary
Line 12: Line 12:
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'.
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'.


The Rage multiplier is 1+[(p-35)*0.15/115], where p is the damage of the attacker if it is between 35% and 150% inclusive, 35 if the damage of the attacker is below 35%, or 150 if the damage of the attacker is above 150%. [http://kuroganehammer.com/Smash4/Formulas] This multiplier is applied to the end of the knockback formula as the variable '''r''', which is a ratio that can also be multiplied by the [[crouching]] penalty (x0.85), [[smash attack]] [[charge]] interruption bonus (x1.2), or the grounded [[meteor smash]] penalty (x0.8), if conditions are met. 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 of moves, resulting in the same knockback values.
The Rage multiplier is 1+[(p-35)*0.15/115], where p is the damage of the attacker if it is between 35% and 150% inclusive, 35 if the damage of the attacker is below 35%, or 150 if the damage of the attacker is above 150%. [http://kuroganehammer.com/Smash4/Formulas] This multiplier is applied to the end of the knockback formula as the variable '''r''', which is a ratio that can also be multiplied by the [[crouching]] penalty (x0.85), [[smash attack]] [[charge]] interruption bonus (x1.2), or the grounded [[meteor smash]] penalty (x0.8), if conditions are met. 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.


[[Category:Game mechanics]]
[[Category:Game mechanics]]
1,916

edits