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)
|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.
Most Distortion Drives in BlazBlue will always do 20% of the damage of attack at minimum regardless of damage scaling (a few Distortion Drives have different percentages). This means that using supers at the end of combos is a good way to tack on some extra damage.
In addition, standard throws always do 100% of their original damage regardless of how much damage scaling has occurred beforehand (assuming the opponent does not break your throw). This is also true of most command throws, however ones that cannot be throw rejected even during combos will not have 100% minimum damage.
Minimum damage is calculated after all normal combo scaling effects written above, but before bonus damage (see below)
Same Move Proration
In addition to normal damage scaling, special attacks and supers have a quality called Same Move Proration, where using the same attack twice or more in the same combo reduces the base damage of that attack by 70% This means that using the same Distortion Drive twice in a combo is a bad idea because Minimum Damage will also be affected by SMP!
Remember that SMP only affects damage and not Hitstun Decay! Some combos intentionally trigger SMP to get a knockdown, act as combo filler, or gain other resources. For example Izayoi often triggers SMP to gain 4 stocks in her combos.
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 refills. After which, Barrier Block is available for use once again.
If you are in a pinch and NEED Barrier, you can manually end Danger State by going into Overdrive! Izanami players often use this ability since they are at high risk of going into Danger State when using Shield of Dreams.
Additional bonus damage can be added in a number of ways:
- Netting a counter hit increases the damage of that one attack by 10%
- Being in Active Flow increases damage of all attacks by 10%
- If your opponent has run out of barrier gauge and is in the danger state as a result, damage against them will be boosted by 20%
Damage bonuses can stack, but do so additively, so the total damage multiplier from all of the above effects happening at the same time is 140% not 1.1 x 1.1 x 1.2 = 145.2%. Attacks that have minimum damage have their minimum damage applied before bonus damage is added. For example, an attack that normally deals 500 minimum damage will deal a minimum of 550 damage during Active Flow.
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.
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. (Note that time freezes like superflash frames do not contribute to this time)
|Decay||-2F||-5F||-10F||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 the first hit of a combo. The rating for each attack is listed in each character's frame data.
- Crouching Opponent
- Hitting a crouching opponent give an additional 3 frames of hitstun (as per CF2 update, 2 in previous installments). 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. Some moves force standing characters to crouch and this is used in some combos to make some combos work.
- 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 combo 5B >2C only on Fatal. A very small number of moves can force Fatal Counter even on a normal hit (Including during combos!).
- Fatal Counter does not stack, so doing two Fatals in one combo still only adds 3 frames instead of 6.
Valid vs. Invalid Combo
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.
Invalid combos still behave the same as normal combos the the purposes for damage scaling, hitstun reduction, etc...
There are some situations on defense where you intentionally delay an ukemi to avoid a mixup. For example, Tager might intentionally do an invalid combo using Atomic Collider because if you air ukemi, then he will reset you into a new combo. Often this is a low risk tactic since a few extra hits at the end of an already long combo are unlikely to actually add much more damage due to the amount of damage scaling that will have stacked up. However, beware that remaining knocked down for too long without teching will allow your opponent to start a fresh combo, also a number of characters have methods of forcing combos to end in order to end the damage scaling and try to start a new one by forcing a standing state (Jin's Drive attacks and Tager's Gadget Finger are examples that can do this).
If you cause a "purple" throw for any reason then that also sets the combo to blue, even if that throw was a throw counter and unable to be rejected.