1v1 multiplier
The1v1 multiplier, officially known as1-on-1 damage (referred to asWhite-Knuckle 1-on-1 in the initial design document[1]), is a mechanic inSuper Smash Bros. Ultimate. First revealed byMasahiro Sakurai atE3 2018, its purpose is to speed up matches between two players, compensating for the fewer opportunities to land hits compared to free-for-alls.[2] Increasing the damage dealt by attacks naturally causes players to be KOed sooner by subsequent attacks.
When a match is started with only two players anditems off, characters take 1.2×damage from all sources. It does not activate if a match is started with more than 2 players and items off, even after two players are left standing. Unlike most other damage multipliers, the 1v1 multiplier modifies damage taken, rather than damage given, and is ignored in many calculations. As a result, it has some unintuitive interactions:
- It does not affect the amount of damage needed to KO an opponent. If a move will KO when it hits an opponent at 120%, it will do so whether the 1v1 multiplier is on or off. The same goes for knockback-based armor, such asYoshi's midair jump.
- The sole exception to this is the knockback dealt by damage terrain, such as the Danger Zones onThe Great Cave Offensive, and the lava onSuper Mario Maker, which is affected by the multiplier.
- It does mean that the opponent will be at higher damage before the last hit of a multi-hit move connects, and thus the move will effectively KO earlier.
- Similarly, while the damage necessary to break damage-basedarmor is unaffected, the higher damage dealt by previous hits may alter whether the next hit will succeed.
- King K. Rool'sBelly Super Armor is an exception, as the mechanic must first apply the final post-multiplier damage in order to split the applied damage between K. Rool and his belly, and only then can it decide whether to break. As a result, it breaks slightly earlier, especially when consideringfreshness.[3][4]
- There are cases where the 1v1 multiplier can benefit certain attacks as well.Rebel's Guard andRevenge both get higher boosts thanks to them calculating damage before applying their respective effects. As a result of these examples,Joker'sRebellion Gauge will fill faster, andIncineroar can get higher damage multipliers.
- It does not affect the length ofhitstun,hitlag orshieldstun, or knockback-dependent status effects, though a separate mechanic results in hitlag being higher in 1v1 matches
- It does not causeprojectiles to break throughreflection earlier.
- It does not affect the damage received bycounterattacks orabsorption moves.
- It amplifiesrecoil damage andhoop damage, but it does not alterhealing.
Shields and stage elements are unaffected by the multiplier, though most other player-created objects are (such asPikmin).
InTraining Mode, it actively toggles on and off depending on how many CPU opponents are selected to appear (taking effect during any period there is only one CPU), and spawning items does not affect its presence. This also makes training the only mode where damage from non-character items can be altered by the 1v1 multiplier.

