DBFZ/Damage

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Damage Scaling[edit]

Dragon Ball FighterZ has an almost universal standard for damage scaling, scaling harder as more hits connect.

Scaling Tables
Hit Count 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18+
Table 1 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15%
Table 2 100% 90% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10%
Table 3 100% 90% 80% 70% 60% 50% 40% 30% 20% 10%

The table used is determined by the first hit of the combo.

Table 1 is used by most medium and heavy normals, Dragon Rush and some specials.

Table 2 is used by light normals, air normals, projectiles, armored attacks, Super Dashes, Z Assists, Z Changes, Vanishes and some specials.

Table 3 is used by command overheads, command throws, Sparking Blast, cross-up attacks (barring Vanish), counters and reversal specials.

Z Assists take 50% minimum damage from all attacks, but all the damage they take is recoverable.

Initial Proration[edit]

There's a little more to damage scaling than just hit counts, however. There are attacks that cause all future hits in the combo to deal reduced damage if used as a starter. All moves that don't use table 1 have initial proration. Initial proration adds to the table count after the first hit based on the level of proration.

In general, table 2 moves have +2 proration and table 3 moves have +3 proration. Z Assists use table 2, but have +3 proration.

Forced Proration[edit]

Forced proration applies to moves that add to the table count regardless of whether they are the first hit or not. Z Assists have +2 forced proration, Vanishes have +5, specials and supers can range from +1 to +4.

Multi-Hit Attacks[edit]

Most multi-hit attacks are considered as one move in terms of scaling. However, there are different types of multi-hit scaling:

Stop

The entire move receives the same scaling.

First

The first hit of the multi-hit move will scale every hit afterward. For example, a typical beam does 262*2 damage, however due to the +2 proration, it will actually do 262, 209*4 damage.

Each

Each hit goes down the scaling table, but the entire move still counts as one.

None

Each hit counts as its own move and add to the combo's scaling count. Ki blasts fall into this category, so doing multiple Ki blasts early in a combo will greatly reduce the overall damage.

Dragon Rush[edit]

All versions of Dragon Rush use Table 1 for scaling and have an initial proration of +9, plus 1 hit for the cinematic Super Dash. Holding a button will increase the damage without adding any additional scaling so there's no reason not to do it.

Mid-combo Dragon Rushes also have forced proration of +9.

Sparking Blast[edit]

Sparking Blast deals one 0 damage hit and Sparking! makes all following moves do an additional 20% damage. Sparking Blast has +6 initial proration, but no forced proration.

Overall[edit]

The expected scaling of universal commands is as follows:

Hit Count
Starter 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18+
5L 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10%
5LL 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15%
5LLL 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15%
5M 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15%
5MM 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15%
5MMM 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10%
5H 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15%
5S 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10%
2L 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10%
2M 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15%
2H 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15%
2S 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10%
6M 100% 70% 60% 50% 40% 30% 20% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10%
j.L 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10%
j.M 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10%
j.H 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10%
j.2H 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10%
j.S 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10%
Super Dash 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10%
Dragon Rush 100% 30% 30% 25% 25% 25% 20% 20% 20% 15% 15% 15% 15% 15% 10% 10% 10% 10%
Vanish 100% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15% 15% 15% 15% 15%
Sparking Blast 100% 40% 30% 20% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10%

There are numerous exceptions to the above table, including but not limited to attacks that unconventionally happen to fulfill one of the criteria that incurs initial proration, as mentioned above. Also, while rare, some attacks will also incur initial proration regardless of any of the above factors (e.g. Kid Buu's 2M due to its reach), so take that into consideration.

Super and Meteor Attacks[edit]

Minimum damage[edit]

While normals and special attacks have a minimum damage of 15% or 10% depending on the current scaling table. Super and Meteor Attacks have their own unique minimum damage, which means that the damage will not go below a certain value. These values replace the scaled damage and aren't affected by the damage boosts from Sparking!, Gohan (Adult)'s Potential Unleashed, or Golden Frieza. This means that activating Sparking Blast late in a combo before doing Super Attacks will not get you any extra damage.

Minimum damage and proration varies between each Super and Meteor Attack.

Super Scaling[edit]

As of Season 2 (Patch 1.14), Super and Meteor Attacks upon connecting will apply an additional 1/3 multiplier on top of regular scaling and minimum damage for the rest of the combo. However, some followups are unaffected by this damage reduction:

  • Built in followups, such as Krillin's Chain Destructo-Disc Barrage.
  • Immediately hitting with Ultimate Z Change. Damage will still be reduced if the UZC doesn't chain directly from the first Super, or if the UZC whiff and attempting to combo with any other move.
  • Comboing after Smash versions of SSB Vegeta's hold Niagara Pummel, Videl's Rainbow Storm. Non-Smash versions of these Supers will still reduce damage.
  • Comboing after Super/Meteor Attacks that disappear upon Z Changing: Broly's HS Gigantic Meteor, GT Goku's Super Ultra Spirit Bomb, Gotenks' HS Super Ghost Kamikaze Attack, Piccolo's Hellzone Grenade and Fused Zamasu's Blades of Judgment.
  • "Intended" followups: Yamcha's Spirit Ball immediately into Ultimate Wolf Fang Fist, Frieza's Death Ball > Death Saucer > You must die by my hand!

The multiplier is applied the moment a wrong followup connects, so even if a correct one is used later in the combo, it will still receive reduced damage.

Combo System[edit]

The combo system in Dragon Ball FighterZ is very freeform, however there are a few rules that limit things.

Moves that cause the camera to briefly change angles and zoom in are considered to have the Smash! property, which puts the opponent in an extended hitstun state compared to normal. These often cause a special hit property, such as launching, wall bouncing or sliding the opponent, although this is not always the case.

Attacks that can trigger Smash! property do not trigger these effects at all times, as certain circumstances can prevent the camera change and the effect from taking place. Typically, you are limited to one Smash! per combo, with the following exceptions:

  • The third hit of the L Super Combo (5LLL) will always Smash!
  • A Smash! that ground slides will still do so following any other type of Smash! and vice versa
    • This is not the case of Dynamic!, which prohibits any further Smash! except Vanish and the guaranteed Smash! on 5LLL
  • Vanish can be used for an additional wall bounce, however any further Vanishes will not wall bounce
  • j.H will ground slide only if used after an attack with launching Smash! property (most 5LLLs, 2H, most j.2Hs, raw Dragon Rush and more) within the same combo
    • Android 16's j.H wall bounces on Smash!
    • Broly's j.H captures into launch on Smash!
    • Piccolo, Yamcha, Android 21, Vegito and Goku (GT)'s j.H cause blowback and have no Smash! property
    • Vegeta (Super Saiyan)'s Aerial M Crushing Knee Kick and Bardock's Aerial M Raging Meteor function as a typical j.H does
      • Vegeta (Super Saiyan)'s Aerial M Crushing Knee Kick still has Smash! property without a launching Smash!, but it won't ground slide

Hitstun Decay[edit]

As a combo goes on, the amount of hitstun each attack deals is reduced as it reaches certain time thresholds. Hitstun decay (for a grounded opponent) and untechable decay (for an airborne opponent) are determined by the amount of time that has passed in the combo.

Hitstun Decay vs. Time
Combo Duration 150F~ 270F~ 390F~ 510F~
Hitstun Decay -5F -10F -15F Reduced to 1F
Untechable Time Decay vs. Time
Combo Duration 420F~ 560F~ 660F~ 780F~
Untechable Time Decay -5F -10F -15F Reduced to 1F

Certain moves ignore this decay, such as Meteor Attacks and Dragon Rushes.

Chip Damage[edit]

When blocking specials and supers a very small percentage of the attack's base damage will be dealt in the form of recoverable health. This is colloquially known as chip damage (i.e. chipping away an the opponent's health). Some attacks do a significant amount of chip damage, like Krillin's Destructo Disc.

Normals and regular Ki blasts do not perform chip damage.

A character will not die from chip damage.

Valid vs. Invalid Combos[edit]

A valid combo versus an invalid combo. The number turns blue when the combo could have been escaped

Because characters can choose to delay their air recovery, this leads to the possibility of combos that work only because the opponent decided not to recover. 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.

There are some situations on defense where you intentionally delay a recovery to avoid a mixup. For example, some characters often create mixups assuming you will recover right away. Delaying your recovery will mess up their timing and allow you the chance to escape.

Dragon Ball FighterZe
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System Explanations

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