DBFZ/Damage: Difference between revisions

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==Health==
==Health==
===Recoverable Health===
===Recoverable Health===
When characters take damage, a percentage of that damage can be healed if they are able to tag out. The amount of recoverable health depends on the context:
{| class="wikitable"
|-
! Context!! Percentage
|-
| Normals, Specials, Level 1 Super || 50%
|-
| Level 3 Super (only when first hit) || 100%
|-
| Any damage to an assist || 100%
|-
|}


==Damage Scaling==
==Damage Scaling==

Revision as of 07:56, 18 January 2018

Health

Recoverable Health

When characters take damage, a percentage of that damage can be healed if they are able to tag out. The amount of recoverable health depends on the context:

Context Percentage
Normals, Specials, Level 1 Super 50%
Level 3 Super (only when first hit) 100%
Any damage to an assist 100%

Damage Scaling

Combo System

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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