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==Health==
==Damage Scaling==
Every character has a universal health value of 10,000.
Dragon Ball FighterZ has an almost universal standard for damage scaling, scaling harder as more hits connect. Attacks that deal multiple hits in a single input only count once.


===Recoverable Health===
[[File:DBFZ_RecoverableHealth.png|thumb|The blue part can be recovered if they tag out and rest]]
When characters take damage, a percentage of that damage can be healed if they are able to tag out (colloquially called blue health). Tagging back in or getting forced back in removes any recoverable health the character has, so players will need to decide if tagging in a character is worth the potential health lost.
The amount of recoverable health depends on the context:
{| class="wikitable"
{| class="wikitable"
|+Hit Count
|-
|-
! Context!! % Recoverable
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18+
|-
|-
| Combos that start with a non-invincible attack || 50%
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15%
|-
| Combos that start with an invincible attack (ie. Lv3 Supers) || 100%
|-
| All damage to an assist || 100%
|-
|-
|}
|}


Characters tagged out and not on [[DBFZ/Gauges#Assist Cooldown|cooldown]] regain health at the rate of 3.17 health/frame. During Sparking! the point character regains health at the rate of 8.16/frame.
There's a little more to damage scaling than just this, however. There are also attacks that cause all future hits in the combo to deal reduced damage if used as a starter. Light normals (but not their follow-ups), air normals, projectiles, armored attacks, Super Dashes, Z Assists and Z Changes have an initial proration of 90%. Command overheads, command throws, teleporting cross-ups (barring Vanish), counters and frame 1 invincible attacks have an initial proration of 80%. Sparking Blast has an initial proration of 50%.


==Damage Scaling==
Additionally, certain attacks advance hit count scaling by additional hits:
*Attacks with additional inputs for follow-up attacks advance hit count scaling per follow-up (with exceptions)
*Dragon Rush advances hit count scaling by 9 hits, plus an additional hit for the cinematic Super Dash
*Vanish advances hit count scaling by 5 hits
*Z Assists advance hit count scaling by 2 hits
*Super Attacks advance hit count scaling by 2 hits
 
As such, the expected scaling of universal commands is as follows:-


{| class="wikitable"
{| class="wikitable"
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|-
|-
! Starter
! Starter
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18+
|-
|-
!5L
!5L
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10% || 10% || 10%
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10%
|-
|-
!5LL
!5LL
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15% || 15% || 15%
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15%
|-
|-
!5LLL
!5LLL
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15% || 15% || 15%
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15%
|-
|-
!5M
!5M
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15% || 15% || 15%
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15%
|-
|-
!5MM
!5MM
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15% || 15% || 15%
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15%
|-
|-
!5MMM
!5MMM
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10% || 10% || 10%
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10%
|-
|-
!5H
!5H
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15% || 15% || 15%
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15%
|-
|-
!5S
!5S
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10% || 10% || 10%
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10%
|-
|-
!5S (repeat)
!5S (repeat)
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10% || 10% || 10%
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10%
|-
|-
!6M
!6M
| 100% || 70% || 60% || 50% || 40% || 30% || 20% || 10% || 10% || 10% || 10% || 10% || 10% || 10% || 10% || 10% || 10% || 10% || 10% || 10%
| 100% || 70% || 60% || 50% || 40% || 30% || 20% || 10% || 10% || 10% || 10% || 10% || 10% || 10% || 10% || 10% || 10% || 10%
|-
|-
!2L
!2L
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10% || 10% || 10%
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10%
|-
|-
!2M
!2M
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15% || 15% || 15%
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15%
|-
|-
!2H
!2H
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15% || 15% || 15%
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15%
|-
|-
!2S
!2S
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10% || 10% || 10%
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10%
|-
|-
!j.L
!j.L
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10% || 10% || 10%
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10%
|-
|-
!j.M
!j.M
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10% || 10% || 10%
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10%
|-
|-
!j.H
!j.H
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10% || 10% || 10%
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10%
|-
|-
!j.2H
!j.2H
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10% || 10% || 10%
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10%
|-
|-
!j.S
!j.S
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10% || 10% || 10%
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10%
|-
|-
!Super Dash
!Super Dash
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10% || 10% || 10%
| 100% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 20% || 20% || 20% || 15% || 15% || 15% || 10% || 10% || 10% || 10%
|-
|-
!Dragon Rush
!Dragon Rush
| 100% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15% || 15% || 15% || 15% || 15% || 10% || 10% || 10% || 10% || 10% || 10%
| 100% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15% || 15% || 15% || 15% || 15% || 10% || 10% || 10% || 10%
|-
|-
!Vanish
!Vanish
| 100% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15% || 15% || 15% || 15% || 15% || 15% || 15%
| 100% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15% || 15% || 15% || 15% || 15%
|-
|-
|}
|}
*On hit, Dragon Rush advances hit count scaling by 9 hits. (Starter values already take this into account.)
*On hit, Vanish advances hit count scaling by 5 hits. (Starter values already take this into account.)
*On hit, Z Assists advance hit count scaling by 2 hits.


'''Exceptions:'''<br/>
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, so take that into consideration.
*Piccolo's 5S, 2S and j.S have the scaling properties of a 6M.
*Majin Buu's 5M has the scaling properties of a 6M.
*Gohan (Adult)'s 2L has the scaling properties of a medium or heavy normal.
*Hit's 2L and 5S have the scaling properties of a 6M.


===Minimum Damage===
===Minimum Damage===
Normals and specials have a minimum damage of 10%, while Super and Meteor Attacks have varying minimum damage on a case-by-case basis. Assists take 50% minimum damage from all attacks, but all the damage they take is recoverable.


==Combo System==
==Combo System==
The combo system is very freeform, however there are a few rules that limit things:
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
 
*Each combo can only have one Smash in it, any further attempts will cause normal hitstun instead, however there are exceptions.
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.
**The third hit of the autocombo (5LLL) will always Smash
 
**Vanish can be used for an additional wall bounce, however any further Vanishes will not wall bounce
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:
*j.H will slam down and ground slide the opponent if used after an attack with launching Smash! property (Dragon Rush starter, 2H, most j.2H, more)
**There are exceptions, Android 16's j.H is a wall bounce, Piccolo, Yamcha and Android 21's j.H cause blowback and have no Smash! property


*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 and Vegito'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===
===Hitstun Decay===
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.
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.
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
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{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]

Revision as of 02:22, 27 September 2018

Damage Scaling

Dragon Ball FighterZ has an almost universal standard for damage scaling, scaling harder as more hits connect. Attacks that deal multiple hits in a single input only count once.

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

There's a little more to damage scaling than just this, however. There are also attacks that cause all future hits in the combo to deal reduced damage if used as a starter. Light normals (but not their follow-ups), air normals, projectiles, armored attacks, Super Dashes, Z Assists and Z Changes have an initial proration of 90%. Command overheads, command throws, teleporting cross-ups (barring Vanish), counters and frame 1 invincible attacks have an initial proration of 80%. Sparking Blast has an initial proration of 50%.

Additionally, certain attacks advance hit count scaling by additional hits:

  • Attacks with additional inputs for follow-up attacks advance hit count scaling per follow-up (with exceptions)
  • Dragon Rush advances hit count scaling by 9 hits, plus an additional hit for the cinematic Super Dash
  • Vanish advances hit count scaling by 5 hits
  • Z Assists advance hit count scaling by 2 hits
  • Super Attacks advance hit count scaling by 2 hits

As such, 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%
5S (repeat) 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%
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%
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%

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, so take that into consideration.

Minimum Damage

Normals and specials have a minimum damage of 10%, while Super and Meteor Attacks have varying minimum damage on a case-by-case basis. Assists take 50% minimum damage from all attacks, but all the damage they take is recoverable.

Combo System

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 and Vegito'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

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

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

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.


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