Line 59: | Line 59: | ||
Skills and Super attacks in BlazBlue Cross Tag Battle (and most other fighting games) do small amounts of damage even if they are blocked. | Skills and Super attacks in BlazBlue Cross Tag Battle (and most other fighting games) do small amounts of damage even if they are blocked. | ||
Most Special and Super attacks do 5%(?) of their base damage on block. But under Resonance Blaze, normals will also do chip damages. Hyde's sword attack will always do Chip damage. Chip damage can not be prevented, but it will not kill you in any circumstances. | Most Special and Super attacks do 5%(?) of their base damage on block. But under Resonance Blaze, normals will also do chip damages. Hyde's sword attack will always do 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 drive (Soul Eater) does chip damage which is ALSO absorbed by Ragna and converted into health. | Also, there are certain moves that are defined to do more or less chip damage. Ragna's drive (Soul Eater) does chip damage which is ALSO absorbed by Ragna and converted into health. | ||
=== Persona Damage === | === Persona Damage === | ||
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% damage in recoverable health whenever their Persona gets hit. | 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% damage in recoverable health whenever their Persona gets hit. |
Revision as of 10:00, 9 July 2018
Damage Scaling
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. |
All |
- Exceptions
- Some attacks ignore this damage scaling. For example all throw do their full damage and ignore any damage scaling. Most Distortion Skills do at least 20% of their damage. All Distortion Duo Skills 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
Most Distortion Skills in BBTag will always do 20% of the damage of attack at minimum regardless of damage scaling (a few have different percentages). This means that using supers at the end of combos is a good way to tack on some extra damage.
In addition, other certain Skills have minimum damage. These will be noted in the frame data as they are discovered.
Minimum damage is calculated after all normal combo scaling effects written above.
Same Move Proration
In addition to that, special attacks and supers have a quality called Same Move Proration, where using the same attack twice or more in the same combo reduces the base damage of that attack by 70%(?). This means that using the same Distortion Drive twice in a combo is a bad idea because Minimum Damage will also be affected by SMP!(Need Check)
Remember that SMP only affects damage and not Hitstun Decay! Some combos intentionally trigger SMP to get a knockdown, act as combo filler, or gain other resources.
Bonus 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
Chip Damage
Skills and Super attacks in BlazBlue Cross Tag Battle (and most other fighting games) do small amounts of damage even if they are blocked.
Most Special and Super attacks do 5%(?) of their base damage on block. But under Resonance Blaze, normals will also do chip damages. Hyde's sword attack will always do 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 drive (Soul Eater) does chip damage which is ALSO absorbed by Ragna and converted into health.
Persona Damage
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% damage in recoverable health whenever their Persona gets hit.
Combo System
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •