• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Training Mode producing the wrong damage percentages?

Noctes

Smash Cadet
Joined
Nov 9, 2012
Messages
28
Ok so, me and a friend were arguing over how much damage Mewtwo's shadow ball did. I was saying 25%, and he 26%. Turns out we were both right (kinda).

See, he practices against cpu's in Smash mode, and I use Training mode. In Training mode, his shadow ball fully charged deals 25% (confirmed by two of my friends, in both Wii U and 3DS versions), while in all other modes it does 26%.

Is this a known issue with other characters, or just Mewtwo? And if it is an issue with other characters, has this always been a thing even before the patch?
 

Hottokeeki

Smash Rookie
Joined
Apr 17, 2015
Messages
4
I have also noticed this, as it confused me and a friend as well. I cannot recall a time where this happened with another character. This is only with Mewtwo's shadow ball it seems, as I'm not noticing fluctuating damages with any of his other moves, or moves of other characters.

It is rather odd, but I'm not complaining. Every percent counts!
 
Joined
Jan 27, 2014
Messages
1,208
In regular game modes, a move that's fully "fresh" (hasn't been used in a while or at all) gets a small boost to its damage. Something like a 1.05 multiplier, and it becomes stale the more you use it.

In training mode, the fresh/stale multipliers aren't used, giving you only the base damage.

To see it in action, go into a multiplayer mode and use the fully-charged shadow ball repeatedly; you'll see it do less damage each time, whereas it'll always do the same damage in training.

Hope I explained it well enough!
 
Last edited:

Noctes

Smash Cadet
Joined
Nov 9, 2012
Messages
28
In regular game modes, a move that's fully "fresh" (hasn't been used in a while or at all) gets a small boost to its damage. Something like a 1.05 multiplier, and it becomes stale the more you use it.

In training mode, the fresh/stale multipliers aren't used, giving you only the base damage.

To see it in action, go into a multiplayer mode and use the fully-charged shadow ball repeatedly; you'll see it do less damage each time, whereas it'll always do the same damage in training.

Hope I explained it well enough!
Oh, interesting! I knew "unfresh" moves staled in damage, and I knew training mode never applies the staling of moves, but I had no idea they actually started with a slightly heightened multiplier.
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,488
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
Just remember that when checking for damage percentages, against Bowser Jr., the attack damage is reduced if you hit the Koopa Clown Car, but attacking Bowser Jr. himself makes the attack deal a tad more damage than on any other fighter.
 
Top Bottom