As you combo the opponent, you will notice that each attack does less damage than they would individually. This is due to damage scaling, otherwise known as damage proration. To determine how much damage a specific hit will deal:
|Combo Count||Damage Dealt|
- Multi-hitting attacks, such as Gran's 236H or Charlotta's 214X series all count as 1 hit for damage scaling purposes.
- Guts is applied in addition to damage scaling
Damage Scaling Exceptions
While most attacks follow the damage scaling rules above, some attacks count as multiple hits with respect to damage scaling.
For example, Percival's X-Selee (5U) counts as 2 hits.
Some attacks have a guaranteed minimal damage regardless how low damage scaling goes. This usually happens on supers, where SBA has 20% minimal damage, and SSBA has 30% minimal damage.
Minimal damage however is still affected by Guts.
Guts is a universal mechanic shared by all characters.
Guts is a damage modifier applied to damage based on the remaining health of the character hit by a given attack.
If an attack is comprised of two or more hits, the damage scaling caused by guts is applied on a per-hit basis. This means that if the first hit applies damage when the target's health is 61% or more, then the damage of that hit is scaled by 100%, but if the second hit is applied when the target is at 60% or less health, then the damage of the second hit is scaled by 95%.
|Health Threshold||Damage Modifier|
|60% ~> 41%||95%|
|40% ~> 21%||90%|
|20% ~> 11%||85%|
Guts take places immediately when the health is lower than a set of amount, rather than after combo ends.
Most Skills, Skybound Arts, and Super Skybound Arts do small amounts of damage to the opponent even on block. This is known as chip damage, and is a common mechanic in fighting games.
Attacks do 25% of their base damage as chip damage when performed with the manual input, but only 20% when using the Ability button. There are exceptions to this (especially Skybound Arts).
Chip Damage can kill the opponent, but there are two conditions that must be met first.
- The opponent is at 1 health.
- If the opponent is at 2+ health and takes any amount of chip damage, then the opponent will survive with 1 health.
- The opponent must return to neutral after being at 1 health.
- This is to prevent a gapless string of hits from chip killing the opponent (such as most Skybound Arts).
You are allowed only 6 juggles before the opponent is allowed to tech out of your combo. Multiple hit moves are counted as one hit like scaling, but things like Gran's EX DP hit the combo limit faster than other moves. Ground hits do not appear to be counted against the juggle counter.
During long ground combos, the opponent is knocked back further and further, even by exactly the same move.
Crouching opponents suffer 1F more hitstun compared to standing opponents - this can lead to new combo opportunities!
- For example, Katalina can combo from her Auto Combo into M Enchanted Lands (214M) on crouching hit, but not on standing hit.