Health
Each character has a different amount of health, see each character's page for their values or see the System Data for a table to compare across all characters.
Damage Scaling
As more attacks are added to a combo, each attack progressively does less damage due to damage scaling (also known as damage proration). To determine how much damage a specific hit will deal:
Combo Count | Damage Dealt |
---|---|
1 hit | 100% |
2 hit | 100% |
3 hit | 70% |
4 hit | 60% |
5 hit | 50% |
6 hit | 40% |
7 hit | 30% |
8+ hit | 20% |
- Normal throws count as 2 hits for damage scaling purposes.
- Multi-hitting attacks, such as Gran's 236HGuardAllStartup14RecoveryTotal 45Advantage+3 or Charlotta's 214XGuardMidStartup7Recovery15Advantage-2 series all count as 1 hit for damage scaling purposes.
- The minimum scaling for Ultimate Skills is 40%.
- The minimum scaling for Skybound Arts and Super Skybound Arts is 50%.
Exceptions
Multi-Hit Moves
While most attacks follow the damage scaling rules above, some attacks count as multiple hits with respect to damage scaling. For example, Percival's X-SeeleGuardThrowStartup14Recovery41Advantage- counts as 2 hits. Those exceptions will be noted in the frame data notes.
Ultimate Skills
- Ultimate Skills that are performed by cancelling from a normal will decrease their damage by 40%.
- If the corresponding skill is on cooldown, the Ultimate skill will have their damage halved. These two penalties stack multiplicatively.
This penalty will not affect the damage for the rest of a combo.
Minimum Damage
Some attacks have a guaranteed minimum damage regardless of how low damage scaling goes. In general:
- The minimum damage for Ultimate Skills is 40% and is affected by Ultimate Skill penalty (both cancel penality and cooldown penality).
- The minimum damage for Skybound Arts is 50%.
- The minimum damage for Super Skybound Arts is 50%, and on cinematic-triggering hits it will be at least 60% due to it taking away 2 Bravery Points and triggering Bravery Penalty.
Minimum Damage is affected by both Bravery Penalty and the Technical input bonus. In such cases, the damage is calculated by applying the Bravery Penalty first, then applying the 10% Technical input bonus.
Combo System
Combo Limit
Combo limit is a juggle limit mechanic based on a points system that prevents air infinites. The points only start counting after the opponent has become airborne. If the opponent is already airborne, the first hit will not count towards the point limit.
Every character has 11 points of limit. When at any point the combo reaches (or exceeds) the threshold, the next airborne hit will trigger the Combo limit (this includes multihitting moves!), forcing the combo to stop.
The Universal values are as follows:
2L, c.L, f.L, j.L, 2H, c.XX, c.XXX | 3 points |
All Other Normals not Listed | 2 points |
Raging Strike | 1 point |
Raging Chain | 0 point |
Specials | Move dependent, usually 2 or 3 |
Supers | Move dependent, usually reset to 0 |
- Exceptions
Some attacks have different value assigned to them, for example Lowain's Ultimate Magnificent Tool of DestructionGuardMidStartup17RecoveryAdvantage+29~+211 has a very large value such that it will always end the combo no matter where the move is used. Attacks with different values will be listed in the frame data notes.
Increasing Knockback
During long ground combos, the opponent is knocked back further and further, even by exactly the same move.
Increasing Hitstun
Crouching Hit
Crouching opponents suffer 1 frame more hitstun compared to standing opponents - this can lead to new combo opportunities!
Counter Hit
When a move counterhit Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities.s the opponent, they experience extra hitstop (in case of air hits, their untechable time is doubled) that allows you to combo into things where you usually can't on a normal hit. The extra hitstop depends on the counterhitting move's attack level:
Lvl 0 | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 |
---|---|---|---|---|
+2 | +2 | +4 | +8 | +12 |
While it doesn't increase the actual hitstun, it is more convenient to think that the extra hitstop gives extra hitstun on the first hit, as the hitstop only applies to them.
Wallbounce
Many corner combos are made possible by wall bounce properties that exist on several heavy versions of special moves. This wallbounce allows for followups that would not be possible midscreen.
There is also a "high wallbounce" that allows for improved combos for many characters when this occurs. This typically happens when a special move that causes a wallbounce is landed on a character that is slightly away from the corner, resulting in a higher wallbounce. This increased height often gives access to using high damage follow ups (c.H instead of c.M for example) on many characters. Please see individual character combo pages for these specific combos.
Chip Damage
Most Skills, Skybound Arts, and Super Skybound Arts do small amounts of damage to the opponent even on block. This is known as chip damage, and is a common mechanic in fighting games. Attacks do 25% of their base damage as chip damage when performed with the manual input, but only 20% when using the Skill button. There are exceptions to this (especially Skybound Arts).
Chip Damage can kill the opponent, but there are two conditions that must be met first.
- The opponent is at 1 health.
- The opponent must return to neutral after being at 1 health.
This means that if the opponent is at 2+ health and takes any amount of chip damage, then the opponent will survive with 1 health, and cannot be chipped to death by a gapless string before returning to neutral at least once.
- Exceptions
Certain attacks deals different percentages of Chip damage on block. A notable example would be Raging Strike, where it deals 1000 "Chip damage" while the move itself is 1500 damage.