Jump to content

Archived

This topic is now archived and is closed to further replies.

Skankin Garbage

Training Mode display handles some attacks improperly!

Recommended Posts

So, I noticed two quirks about the training mode today for VSav.

1. The labels "Recoverable Damage" and "Permanent Damage" are not quite right. If you don't believe me, go hit somebody with any attack; the first number - recoverable damage - is always lower than the second number - permanent damage. It goes without saying that you can't do more Permanent Damage (Red Life) than you can do Recoverable Damage (White Life), because then the concept of White Life wouldn't even exist. Also, if you're wondering, no, the total damage of the attack is not the sum of both numbers.

There's nothing wrong with the actual numbers being displayed in this case, though - just the labels. "Recoverable Damage" is actually how much Red Life the attack dealt. "Permanent Damage" is actually the total damage of the attack.

In other words:

Recoverable Damage = Permanent Damage

Permanent Damage = Total Damage

(Some of you may know the next bit of this, but I'm writing it out for the sake of clarity) If you want to know the figures for Recoverable Damage on any attack/combo, you need to find the difference between the second number and the first. So, if your attack reads 9/16, then 9 is the red life, 16 is the total, and 16 - 9 = 7 white life.

2. This is a pretty big deal! There are attacks that display numbers incorrectly in training mode. This should be very important to anyone who actually uses training mode to figure out the damage of their combos, because you might have the wrong numbers on how much you're getting out of a combo.

I've compiled a summary below that accounts for every glitch I've found.

Gamewide Oddities

1. All pursuit attacks have their damage values reversed. Thus, if a pursuit actually deals 0/8, the game will read 8/0.

2. "comboing" a throw into a pursuit attack is not counted as a combo by the game engine, and will only display the damage values for the pursuit attack. The sole exception is Sasquatch's Big Sledge, since the second hit of Big Sledge isn't considered a "throw" by the game. This glitch also comes into play when comboing any attack after a move that the game considers a "throw".

Summary of Training Mode Problems

1. Moves that are considered "throws" by the game engine will not add up properly in the damage display, opting only to show the last attack/combo. You can make this happen with anyone by following a throw with a Pursuit attack. Lilith can also make this happen by juggling an attack after landing ES Mystic Arrow. Some "throws" are two-part attacks where one part is considered "normal attacks"; these throws are one move, but will not add up both parts together (Demitri's Midnight Pleasure, Victor's Mega Spike, Sasquatch's Big Sledge).

2. Pursuit attacks have their damage values improperly reversed. Thus, if a Pursuit attack does 0/8 damage, the game's damage display will add up that 8 damage in the first slot (i.e 8/0). This phenomenon occurs with special moves that are considered Pursuit attacks as well, such as Bishamon's EX Pursuit, Felicia's Toy Touch, and Victor's Mega Crush. It's noteworthy, however, that Mega Crush does not suffer from this glitch under normal circumstances - only when used as a Pursuit attack. Also worth noting is that Victor's Mega Spike (his 360 throw) suffers from this glitch, as well.

Hsien-Ko's Tenraiha is the sole exception to this rule, and will always displays its damage values properly, regardless of the opponent's state (i.e standing, crouching, otg). Thank god - that would be a nightmare to try and calculate damage for!

3. Very specific moves glitch the combo damage display, giving an improper sum of damage. In other words, if a special move deals 12/20, it will display in the combo column as "32/0", which not only improperly reflects how the damage is spread in terms of red/white life, but it's also the incorrect damage value; an attack that does 12/20 deals 20 damage, and a move that does 32/0 would do 32 damage (technically it wouldn't exist, cos the first number can't be higher than the second number, but I digress). All three of these moves also have their damage values improperly reversed. Thus, the move that does 12/20 damage will show up as 20/12 under "hit" and 32/0 under "combo."

The moves that have this phenomenon: Bishamon's EX Pursuit, Sas's Big Sledge (second hit), Victor's Mega Spike (both hits).

Share this post


Link to post
Share on other sites

Victor

1. Victor's Mega Spike is totally fucked. The numbers on Red Life and Total Life are displayed backwards, for one; both hits read 20/12 (obviously impossible) when they should read 12/20. Another oddity is, under the "Combo" column, it displays 32/0 for both hits. This is not only different from the display on the "Hit" column, but it's also incorrect. Both hits should display 12/20.

Also, since Victor's throw is multiple parts, the two hits don't add up under the "Combo" column. Since both hits do the same damage, however, you can just double the value and that will give you the proper damage for the throw (i.e 12/20 x2 = 24/40 vs. Morrigan).

2. While Mega Crush works normally when landing it on an active opponent, the damage values are improperly reversed when used as a Pursuit attack.

Share this post


Link to post
Share on other sites

Demitri

Midnight Pleasure's damage display does not include the first half of the move (the repeated bites). Thankfully, however, that part of the move doesn't account for defense modifiers and does the same damage on every character. Thus, if you are interested in MPleasure's damage on any character, take the Damage Display numbers and add 18/18 to it.

Just because I think this is important and useful, I'm writing it again - the first half of Demitri's Midnight Pleasure deals 18/18 to every character in the game, regardless of their defense modifier.

Share this post


Link to post
Share on other sites

Bishamon

Bishamon's EX Pursuit (aka. Togakbu Sarashi) not only displays it's values in reverse, but it displays it improperly in the "combo" column, adding both damage values together and putting it under "Recoverable/Red". This is misleading as well, because this error causes it to show the move doing more damage than it actually does. Thus, when you end a combo in EX Pursuit, you need to know how much damage the rest of the combo did, and then how much the EX Pursuit did.

For example:

"C.Lk, C.Lp -> C.Lk, C.Mp xx ES Spirit (W/Followup), EX Pursuit":

27/51 - Combo damage without EX Pursuit.

15/18 - The amount of damage that EX Pursuit will add to this combo (note that the display actually reads 18/15; incorrect)

42/69 - The actual damage values for this combo

60/51 - What the in-game combo readout says.

Notice that in reality, EX Pursuit adds 18 total damage to the combo, whereas the game tries to tell you that it's adding 33 damage to the combo.

Share this post


Link to post
Share on other sites

Felicia

Since Toy Touch counts as a Pursuit, it also displays its damage in the improper places.

More importantly, ES Toy Touch, apart from displaying damage in the improper places, also adds up the sum of its damage under "recoverable damage" in the combo column, a la Bishamon's EX Pursuit. This is important because, also like Bish's EX Pursuit, Felicia's ES Toy Touch does red and white damage, so the damage readout displays much higher damage values than you're actually getting. Thus, when you end a combo in ES Toy Touch, you need to know how much damage the rest of the combo did, and then how much the EX Pursuit did.

As an example:

"C.Lp, C.Mk xx ES Rolling Buckler (all 7 hits) \/ ES Toy Touch"

36/56 - Combo damage without ES Toy Touch.

4/8 - The amount of damage that ES Toy Touch will add to this combo (4 hits of 1/2. Notice that the hit column incorrectly reads 2/1 for each hit)

40/64 - The actual damage values for this combo

48/56 - What the in-game combo readout says.

When determining damage for individual combos with ES Toy Touch, take care to watch each hit, as the individual hits do more damage on shorter combos, and will scale downward with longer combos. Against some characters, the individual hits even begin to scale in the middle of the attack. For example, if you do C.Hk, ES Toy Touch on most characters, the first hits will deal 1/3 damage, and the last hits will deal 1/2 damage.

Share this post


Link to post
Share on other sites

Lilith

Juggling with an attack after ES Mystic Arrow is not regarded as a combo by the game. To get the full damage value of the Throw + Juggle, you need to add them both up seperately.

For example, vs. Morrigan: ES Mystic Arror, Luminous Illusion

22/30 - ES Mystic Arrow's Damage

30/39 - LI's Damage

The combo damage value will only show the damage for LI, but the whole juggle actually dealt 52/69 damage.

Share this post


Link to post
Share on other sites

Sasquatch

Big Sledge has a ton of problems.

- It's a two-part attack, but the two hits don't "combo", thus the damage values will display only the second hit.

- The second hit has its damage numbers in the wrong values, and the "combo" column sums up the damage values and throws them under the first value (just like Bishamon's EX Pursuit and Victor's Mega Spike).

For example,Vs. Morrigan:

29/37 - Damage values for the first hit.

10/16 - Damage values for the second hit. Note that they are reversed in-game, reading 16/10.

26/0 - What the "combo" column reads at the end of the super (it's the sum of both values for the second hit, and is 10 more damage than that hit actually deals).

39/53 - The actual damage value of Big Sledge.

Share this post


Link to post
Share on other sites

×