PropertyValue
rdfs:label
  • Damage Ratio
  • Damage ratio
rdfs:comment
  • Damage Ratio is a ratio in the Rules of the Super Smash Bros. Melee and Super Smash Bros. Brawl. It has an effect on damage. When your Damage Ratio is at 0.5 you don't fly far and attacks have less knockback. The Brawl could be slower as most as you can get Koed at 300% damage! At 300% damage, at 0.5 you act as if you only had 200% damage. Intense difficulty might have a Damage Ratio at 0.5 or a little higher. 1.0 is standard, as for most Brawls and Solos (Easy and Normal only) are at this ratio. You can get Koed at 150% percent damage. At 2.0 Brawls are the craziest! Even standard attacks have high knockback! You can get Koed at 50, 40, 30, sometimes even 20% damage. If you made a Box stage you could reach 999% damage and see what it is like on 2.0. You will be sent boucning around like a
  • Damage ratio, also known as Launch Rate in Super Smash Bros. for Nintendo 3DS and Wii U, is a feature in all four Super Smash Bros. games that alters how much knockback is given and received (despite the name, damage is unaffected). All knockback in a match is multiplied by the damage ratio value, which by default is 1.0 but can be set from as low as 0.5 (attacks have half knockback) to as high as 2.0 (attacks have double knockback). The minimal damage ratio is ideal for combos while the maximum damage ratio is ideal for OHKOs. In SBWU/3DS, attacks that deal set knockback are unaffected by changes to the damage ratio, allowing those attacks to still combo into each other.
dcterms:subject
dbkwik:mcleodgaming/property/wikiPageUsesTemplate
dbkwik:supersmashbros/property/wikiPageUsesTemplate
abstract
  • Damage Ratio is a ratio in the Rules of the Super Smash Bros. Melee and Super Smash Bros. Brawl. It has an effect on damage. When your Damage Ratio is at 0.5 you don't fly far and attacks have less knockback. The Brawl could be slower as most as you can get Koed at 300% damage! At 300% damage, at 0.5 you act as if you only had 200% damage. Intense difficulty might have a Damage Ratio at 0.5 or a little higher. 1.0 is standard, as for most Brawls and Solos (Easy and Normal only) are at this ratio. You can get Koed at 150% percent damage. At 2.0 Brawls are the craziest! Even standard attacks have high knockback! You can get Koed at 50, 40, 30, sometimes even 20% damage. If you made a Box stage you could reach 999% damage and see what it is like on 2.0. You will be sent boucning around like as if you were bouncy balls! If you reach 100% damage at 2.0 you will see how fast you will be sent flying with a smash attack. One uncharged smash attack can Star KO or Screen KO (upwards smash attack) you in a second if your damage percentage was 100%! If you start a Brawl with Damage Ratio on you will see how much fun it is! You could be laughing so hard your crying! Enjoy as you play with Damage Ratio.
  • Damage ratio, also known as Launch Rate in Super Smash Bros. for Nintendo 3DS and Wii U, is a feature in all four Super Smash Bros. games that alters how much knockback is given and received (despite the name, damage is unaffected). All knockback in a match is multiplied by the damage ratio value, which by default is 1.0 but can be set from as low as 0.5 (attacks have half knockback) to as high as 2.0 (attacks have double knockback). The minimal damage ratio is ideal for combos while the maximum damage ratio is ideal for OHKOs. In SBWU/3DS, attacks that deal set knockback are unaffected by changes to the damage ratio, allowing those attacks to still combo into each other. Damage ratio is not to be confused with handicap, which is another feature that increases/decreases knockback, but in an entirely different way. There has been some discussion amongst Brawl's competitive community as to whether using a damage ratio value other than the default 1.0 results in a more healthy metagame; 1.1 is a commonly-mentioned value claimed to make many polarizing attack chains (such as using Sheik's forward tilt into itself endlessly) less viable while also shortening the length of stocks (one of Brawl's most derided properties). The idea however has never attained serious consideration amongst tournament organizers.