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==Damage Scaling== | ==Damage Scaling== | ||
Dragon Ball FighterZ has an almost universal standard for combo scaling. Light normals, | Dragon Ball FighterZ has an almost universal standard for combo scaling. Light normals (but not their follow-ups), air normals, projectiles, Super Dashes, Z Assists and Z Changes have an initial proration of 90%. Command overheads, command throws, counters, forced side switch attacks and frame 1 invincible attacks have an initial proration of 80%. | ||
Additionally, certain attacks advance hit count scaling by additional hits | 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) | *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 Homing Jump | *Dragon Rush advances hit count scaling by 9 hits, plus an additional hit for the Homing Jump | ||
*Vanish advances hit count scaling by 5 hits | *Vanish advances hit count scaling by 5 hits | ||
*Z Assists advance hit count scaling by 2 hits | *Z Assists advance hit count scaling by 2 hits | ||
*Super Attacks 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:- | As such, the expected scaling of universal commands is as follows:- | ||
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'''Exceptions:'''<br/> | '''Exceptions:'''<br/> | ||
*Piccolo's 5S, 2S and j.S | *Piccolo's 5S, 2S and j.S have an initial proration of 80% (as per command throws) | ||
*Majin Buu's 5M | *Majin Buu's 5M has an initial proration of 80% (as per command overheads) | ||
*Gohan (Adult)'s 2L does not prorate | *Gohan (Adult)'s 2L does not prorate (functioning closer to a medium normal) | ||
*Hit's 2L and 5S | *Hit's 2L and 5S have an initial proration of 80% (as per overheads and counters) | ||
===Minimum Damage=== | ===Minimum Damage=== | ||
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==Combo System== | ==Combo System== | ||
The combo system is very freeform, however there are a few rules that limit things: | 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 | *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. | *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 | **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 | **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) | *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) |
Revision as of 07:50, 20 February 2018
Health
Every character has a universal health value of 10,000.
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 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 (but not their follow-ups), air normals, projectiles, Super Dashes, Z Assists and Z Changes have an initial proration of 90%. Command overheads, command throws, counters, forced side switch attacks and frame 1 invincible attacks have an initial proration of 80%.
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 Homing Jump
- 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:-
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 have an initial proration of 80% (as per command throws)
- Majin Buu's 5M has an initial proration of 80% (as per command overheads)
- Gohan (Adult)'s 2L does not prorate (functioning closer to a medium normal)
- Hit's 2L and 5S have an initial proration of 80% (as per overheads and counters)
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.
Combo Duration | 150F~ | 270F~ | 390F~ | 510F~ |
---|---|---|---|---|
Hitstun Decay | -5F | -10F | -15F | Reduced to 1F |
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
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.