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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: | [[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 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" | ||
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Revision as of 01:18, 25 January 2018
Health
Recoverable Health
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 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:
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
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.