From Dustloop Wiki

Damage Scaling

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 the second hit onwards in a combo will deal, there is a formula:

Damage = (Base Damage of the attack) * (Character Combo Rate) * (P1 of the first hit) * (P2 of all the preceeding hits in a combo) * (any special prorations)
Ambox warning.png this table is from BBCP, and has not yet been updated for BBCP Extend.
Characters Combo Rate
Azrael, Izayoi (Normal) 90%
Taokaka 85%
Amane, Arakune, Bang, Izayoi (Gain Arts), Mu, Noel, Valkenhayn (Wolf) 80%
Carl, Hazama, Jin, Litchi (Staff), Makoto, Nu, Platinum,
Rachel, Ragna, Relius, Tsubaki, Valkenhayn (Human)
Bullet, Kagura 65%
Hakumen (Normal), Litchi (No Staff), Tager 60%
Hakumen (Mugen) 30%
Proration Type Description Applies To
P1 Applied only when the first hit of a combo Next attack onwards
P2 Applied to every hit of a combo Next attack onwards
Bonus Only some moves have Bonus Proration. Proration value of greater that 100%.

Using the move 2+ in a combo will not add bonus proration.

Next attack onwards
Combo Rating Applied 2nd hit onward. Varies with each character 2nd hit onwards
Guard Crush Applied to attacks taken while guard crushed All
Special Only some moves have Special Proration (such as Hakumen in Mugen).
See character frame data for details.
Danger Applied to combos when opponent is in Danger State All
Some attacks ignore this damage scaling. For example all throw do their full damage and ignore any damage scaling. Most Distortion Drives do at least 20% of their damage. See the Minimum Damage section for details. Some attacks also ignore the Character Combo rate, such as all Crush Triggers and Tager's Atomic Collider.

Minimum Damage

Most Distortion Drives in BlazBlue will always do 20% of the damage of attack at minimum regardless of damage scaling (Other Distortion Drives have a higher or lower minimum). This means that using supers at the end of combos is a good way to tack on some extra damage.

In addition, throws always do 100% of their original damage regardless of how much damage scaling has occured beforehand (assuming the opponent does not break your throw).

Minimum damage is not affected by Character Combo Rate, Move-Specific Changes, or Danger State prorations.

Chip Damage

Special and Super attacks in BlazBlue (and most other fighting games) do small amounts of damage even if they are blocked.

Most Special and Super attacks do 5% of their base damage on block. This chip damage can be prevented by using Barrier Block. Additionally, there are certain moves that are defined to do more or less chip damage like Amane's drills (see move notes for details). Ragna's drive (Soul Eater) does chip damage which is ALSO absorbed by Ragna and converted into health. Soul Eater can be prevented with Barrier Block.

Danger State

BBCP DangerState.png

Danger State occurs when the Barrier Gauge is emptied or when Negative Penalty is incurred. When in the Danger State, the word DANGER will appear overlayed on the affected character's health bar, and they will take more damage: all attacks deal 1.2x more damage.

When you enter Danger State, Barrier Block is disabled, the Barrier Gauge will be become greyed out and start to refill automatically to half-full, which usually takes about 10 seconds. You will leave Danger State once the Barrier Gauge reaches half-full. After which, Barrier Block is available for use once again.

Combo System

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 well as what starter is used and whether SMP attacks are used twice or more in the same combo.

Ambox warning.png this table is from BBCP, and has not yet been updated for BBCP Extend.
Hitstun/Untechable Decay vs. Time
Combo Duration 480F~ 540F~ 600F~ 660F~ 720F~ 780F~ 820F~
Decay -2F -4F -6F -9F -12F -15F Reduced to 1F
Starter Rating

The above table alone does not tell the whole story: each attack has a rating that determines how much "time" is instantly consumed when used as a starter. The rating for each attack is listed in each character's frame data. Starter ratings are abbreviated as L, N, S and VS elsewhere in the wiki.

Starter's Effect on Combo Duration
Starter Long Normal Short Very Short
Time Consumed 0F 180F 360F 540F
Same Move Proration
The opponent will flash blue and your combo is likely over.

In addition to that, certain attacks have a quality called Same Move Proration, where using them twice or more in the same combo will also instantly consume additional "time" off the Hitstun Decay timer. The opponent will flash blue and the words "Same Attack Combo!" will appear on the side of the screen when SMP triggers.

SMP's Effect on Combo Duration
Level Lv 1 Lv 2 Lv 3
Time Consumed 120F 240F 360F

Remember that SMP only affects Hitstun Decay and not damage scaling! Some combos intentionally trigger SMP because it's optimal for damage or other resources. For example Izayoi often triggers SMP to gain 4 stocks in her combos.

Increasing Hitstun

Crouching Opponent
Hitting a crouching opponent give an additional 2 frames of hitstun. This means that there are combos that only work on crouching characters, for example, Jin can combo 5C > 6C on crouching characters but not on standing characters.
Fatal Counter
Fatal Counters adds 3 frames of hitstun/untechable time to all subsequent attacks in that combo. This allows for combos that would otherwise not work. For example, Jin can loop 5C > j.2C > j.C only on Fatal.
Fatal Counter does not stack, so doing two Fatals in one combo still only adds 3 frames instead of 6.

Valid vs. Invalid Combo

a valid vs. an invalid combo. The small number at the bottom right shows which hit was invalid.

Because characters can delay an ukemi, this leads to the possibility of combos that work only if the opponent did not ukemi. 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. The invalid combo HUD also show which hit was invalid.

There are some situations on defense where you intentionally delay an ukemi to avoid a mixup. For example, if you get hit while Arakune is in Curse Mode, you might want to slightly delay your tech and risk an invalid combo instead of blocking a mixup and taking lots of damage!

BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data

Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc