DBFZ/Damage: Difference between revisions

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==Damage Scaling==
==Damage Scaling==
Dragon Ball FighterZ has an almost universal standard for combo scaling. Light normals, airborne normals, projectiles, Super Dashes, Z Assists and Z Changes have an initial proration of 90%. Grounded overheads, command throws, counters, side switch teleports and frame 1 invincible attacks have an initial proration of 80%.
Additionally, certain attacks advance hit count scaling by additional hits.
*On hit, attacks with additional inputs for follow-up attacks advance hit count scaling per follow-up.
*On hit, Dragon Rush advances hit count scaling by 9 hits, plus an additional hit for the Homing Jump.
*On hit, Vanish advances hit count scaling by 5 hits.
*On hit, Z Assists advance hit count scaling by 2 hits.
*On hit, Super Attacks advance hit count scaling by 2 hits.
As such, the expected scaling of universal commands is as follows:-


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*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/>
'''Exceptions:'''<br/>
*Piccolo's 5S, 2S and j.S have the scaling properties of a 6M.
*Piccolo's 5S, 2S and j.S prorate by 80%. (As per command throw rule.)
*Majin Buu's 5M has the scaling properties of a 6M.
*Majin Buu's 5M prorates by 80%. (As per grounded overhead rule.)
*Gohan (Adult)'s 2L has the scaling properties of a medium or heavy normal.
*Gohan (Adult)'s 2L does not prorate. (Functions like a medium normal.)
*Hit's 2L and 5S have the scaling properties of a 6M.
*Hit's 2L and 5S prorate by 80%. (As per overhead and counter rule.)


===Minimum Damage===
===Minimum Damage===
As a rule, normals and specials have a minimum damage of 10%, while Super Attacks have a minimum damage of 50%. Meteor Attacks however, tend to have minimum damage on a case-by-case basis.


==Combo System==
==Combo System==
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===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.
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Revision as of 17:57, 19 February 2018

Health

Every character has a universal health value of 10,000.

Recoverable Health

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:

Context % Recoverable
Combos that start with a non-invincible attack 50%
Combos that start with an invincible attack (ie. Lv3 Supers) 100%
All damage to an assist 100%

Characters tagged out and not on 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.

Damage Scaling

Dragon Ball FighterZ has an almost universal standard for combo scaling. Light normals, airborne normals, projectiles, Super Dashes, Z Assists and Z Changes have an initial proration of 90%. Grounded overheads, command throws, counters, side switch teleports and frame 1 invincible attacks have an initial proration of 80%.

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

  • On hit, attacks with additional inputs for follow-up attacks advance hit count scaling per follow-up.
  • On hit, Dragon Rush advances hit count scaling by 9 hits, plus an additional hit for the Homing Jump.
  • On hit, Vanish advances hit count scaling by 5 hits.
  • On hit, Z Assists advance hit count scaling by 2 hits.
  • On hit, 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 19 20
5L 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10% 10% 10%
5LL 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15% 15% 15%
5LLL 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15% 15% 15%
5M 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15% 15% 15%
5MM 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15% 15% 15%
5MMM 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10% 10% 10%
5H 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15% 15% 15%
5S 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10% 10% 10%
5S (repeat) 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10% 10% 10%
6M 100% 70% 60% 50% 40% 30% 20% 10% 10% 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% 10% 10%
2M 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15% 15% 15%
2H 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15% 15% 15%
2S 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 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% 10% 10%
j.M 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10% 10% 10%
j.H 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10% 10% 10%
j.2H 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10% 10% 10%
j.S 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10% 10% 10%
Super Dash 100% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10% 10% 10%
Dragon Rush 100% 30% 30% 25% 25% 25% 20% 20% 20% 15% 15% 15% 15% 15% 10% 10% 10% 10% 10% 10%
Vanish 100% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15% 15% 15% 15% 15% 15% 15%

Exceptions:

  • Piccolo's 5S, 2S and j.S prorate by 80%. (As per command throw rule.)
  • Majin Buu's 5M prorates by 80%. (As per grounded overhead rule.)
  • Gohan (Adult)'s 2L does not prorate. (Functions like a medium normal.)
  • Hit's 2L and 5S prorate by 80%. (As per overhead and counter rule.)

Minimum Damage

As a rule, normals and specials have a minimum damage of 10%, while Super Attacks have a minimum damage of 50%. Meteor Attacks however, tend to have minimum damage on a case-by-case basis.

Combo System

The combo system 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.
    • 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
  • 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

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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