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Damage Scaling[edit]

Ambox warning.png This data is all copied over from BBCF 2.0. The damage formula mostly holds the same, but other sections might have changed. (Delete this warning after all data has been confirmed)

As you combo the opponent, you will notice that each attack does less damage than they would individually. This is due to damage scaling, otherwise known as damage proration. To determine how much damage the second hit onwards in a combo will deal, there is a formula:

Damage = (Base Damage of the attack) * (Character Combo Rate) * (P1 of the first hit) * (P2 of all the preceeding hits in a combo) * (any special prorations)
Proration Type Description Applies To
P1 Applied only when the first hit of a combo Next attack onwards
P2 Applied to every hit of a combo Next attack onwards
Bonus Only some moves have Bonus Proration. Proration value of greater that 100%.

Using the move 2+ in a combo will not add bonus proration.

Next attack onwards
Combo Rating Applied 2nd hit onward. 80% for all characters. 2nd hit onwards
Special Only some moves have Special Proration.
See character frame data for details.
Some attacks ignore this damage scaling. For example Tager's Gadget Finger always does 100 damage, regardless of scaling. Most Distortion Skills do at least 20% of their damage. All Distortion Skill Duos do 2000 damage, and 2500 if performed during Cross Combo. See the Minimum Damage section for details. Some attacks also ignore the character combo rate.

Minimum Damage[edit]

The following actions all deal a minimum amount of damage on hit, regardless of proration:

Minimum Damage
Attack Type Minimum Damage %
Normals 0%
Reversal Actions, Skills, Partner Skills 5%
Extra Skills 10%
Distortion Skills Varies, defaults to 20%
Distortion Skill Duo, Astral Heat 100%

Bonus Damage[edit]

The damage counter will turn red when you're doing extra damage

Currently, additional bonus damage can be added in only one way, that is, netting a counter hit, which increases the damage of that one attack by 10%.

Other Damage[edit]

Chip Damage[edit]

In BlazBlue Cross Tag Battle (and most other fighting games), Skills and all variations thereof deal small amounts of damage even if they are blocked. This damage is all red health so it can be recovered by tagging out or using Resonance Blaze.

Most Skills and up deal 5% of their base damage on block, but during Resonance Blaze, chip damage is increased and normals will also start to deal chip damage. Hyde's sword normals will also always deal chip damage. Chip damage can not be prevented, but it will not kill you in any circumstances. Chip damage is all recoverable. Also, there are certain moves that are defined to do more or less chip damage. Ragna's Soul Eater property causes chip damage which is ALSO absorbed by Ragna and converted into health.

Persona Damage[edit]

Characters from the Persona series use their Personas for various attacks. These Personas can be hit, and will deal damage to the character! Specifically, a character takes 5% of their max health as recoverable damage whenever their Persona gets hit.

Combo System[edit]

Hitstun Decay[edit]

As a combo goes on, the amount of hitstun each attack deals is reduced as it reaches certain time thresholds. Hitstun/Untechable decay is determined by the amount of time that has passed in the combo.

Hitstun/Untechable Decay vs. Time
Combo Duration 360F~ 600F~
Decay -10F Reduced to 1F


The first "hit" of a throw, including command throws, is always 0 damage. For these cases, the first damaging hit (that is, the second hit on the combo counter) is treated as the start of the combo with regards to hitstun decay.

Ignoring Hitstun Decay[edit]

Hits from Distortion Skills and Distortion Skill Duos ignore hitstun decay. Combo timer does not count up during super freeze. Attacks that hit during Cross Combo also ignore hitstun decay. However, combo timer still runs during this time, so hitstun decay will still apply at the usual timings after the first hit, even if the combo was started during Cross Combo.

Valid vs. Invalid Combo[edit]

a valid vs. an invalid combo. The small number at the bottom right shows which hit was invalid.

Because characters can delay an ukemi, this leads to the possibility of combos that work only if the opponent did not ukemi. This means that some combos are not "true" combos; the game's HUD differentiates between the two classes of combos by showing the hit counter as red for a valid combo and blue for an invalid combo. The invalid combo HUD also show which hit was invalid.

There are some situations on defense where you intentionally delay an ukemi to avoid a mixup. For example, Tager might intentionally do an invalid combo using Atomic Collider because if you air ukemi, then he will reset you into a new combo.

BlazBlue Cross Tag Battlee
Persona 4 Arena
Under Night In-Birth
Arcana Heart
Senran Kagura
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes

Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc