DBFZ/Damage: Difference between revisions

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==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
*Only 1 wall bounce per combo
**Vanish Attack can be used for a second wallbounce, any further Vanish Attacks will not wallbounce
**Vanish can be used for a second wall bounce, any further Vanishes will not wall bounce
*j.H will slam down and ground slide the opponent if used after an up smash attack (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)
**There are exceptions, Android 16's j.H is a wall bounce and Android 21's j.H has no special hit property


==Chip Damage==
==Chip Damage==

Revision as of 17:11, 3 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 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

Minimum Damage

Combo System

The combo system is very freeform, however there are a few rules that limit things:

  • Only 1 wall bounce per combo
    • Vanish can be used for a second wall bounce, 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 and Android 21's j.H has no special hit property

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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