DBFZ/Damage: Difference between revisions

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Characters tagged out regain health at the rate of 3.17 health/frame. During Sparking! the point character regains health at the rate of 8.16/frame.
Characters tagged out and not on [[DBFZ/Gauges#Assist Cooldown|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==
==Damage Scaling==
Dragon Ball FighterZ has an almost universal standard for damage scaling, scaling harder as more hits connect. Attacks that deal multiple hits in a single input only count once.


{| class="wikitable"
|+Hit Count
|-
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20
|-
| 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 30% || 30% || 30% || 25% || 25% || 25% || 20% || 20% || 20% || 15% || 15% || 15%
|-
|}


There's a little more to damage scaling than just this, however. There are also attacks that cause all future hits in the combo to deal reduced damage if used as a starter. 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, teleporting cross-ups (barring Vanish), counters and frame 1 invincible attacks have an initial proration of 80%. Sparking Blast has an initial proration of 50%.
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 cinematic Super Dash
*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:-
{| class="wikitable"
|+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:'''<br/>
*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===
Normals and specials have a minimum damage of 10%, while Super and Meteor Attacks have varying minimum damage on a case-by-case basis. Assists take 50% minimum damage from all attacks, but all the damage they take is recoverable.


==Combo System==
==Combo System==
The combo system is very free-form, however there are a few rules that limit things:
The combo system is very freeform, however there are a few rules that limit things:
*Only 1 wallbounce per combo
*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
**Vanish Attack can be used for a second wallbounce
*Each combo can only have one Smash! in it, any further attempts will cause normal hitstun instead, however there are exceptions
*j.H will slam down and ground slide the opponent if used after an up smash (2H or most j.2H) and double jump is used after the up smash
**The third hit of the autocombo (5LLL) will always Smash!
**Specials that ground slide will still do so following a launch or a 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)
**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.
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|+Hitstun Decay vs. Time
|-
! Combo Duration !! 150F~ !! 270F~ !! 390F~ !! 510F~
|-
! Hitstun Decay
|| -5F || -10F || -15F || Reduced to 1F
|-
|}
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|+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==
==Chip Damage==

Revision as of 18:32, 20 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 damage scaling, scaling harder as more hits connect. Attacks that deal multiple hits in a single input only count once.

Hit Count
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15% 15% 15%

There's a little more to damage scaling than just this, however. There are also attacks that cause all future hits in the combo to deal reduced damage if used as a starter. 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, teleporting cross-ups (barring Vanish), counters and frame 1 invincible attacks have an initial proration of 80%. Sparking Blast has an initial proration of 50%.

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 cinematic Super Dash
  • 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:-

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 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

Normals and specials have a minimum damage of 10%, while Super and Meteor Attacks have varying minimum damage on a case-by-case basis. Assists take 50% minimum damage from all attacks, but all the damage they take is recoverable.

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!
    • Specials that ground slide will still do so following a launch or a 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)
    • 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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