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==Valid vs. Invalid Combos==
==Valid vs. Invalid Combos==
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.
[[File:DBFZ_invalidCombo.png]]
A valid combo versus an invalid combo. The number turns blue when the combo could have been escaped.
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{{Navbar-DBFZ}}

Revision as of 02:18, 13 January 2018

Health

Recoverable Health

Damage Scaling

Combo System

Valid vs. Invalid Combos

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.

DBFZ invalidCombo.png

A valid combo versus an invalid combo. The number turns blue when the combo could have been escaped. Template:Navbar-DBFZ