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Damage Scaling[edit]

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)

Keep in mind that the first hit of a combo still applies its P2 to the second hit onwards. P2 also stacks multiplicatively. For example, for the third hit of a combo, P2 = (P2 of first hit * P2 of second hit).

Characters Combo Rate
Everyone 60%
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 (except for once P2)* 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
Once P2
Attacks with a (once) following the number for P2 will only apply P2 the first time the attack hits.
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.

Example 1:

  • Hakumen: 5C > ODc > J.214C > 5C
  • Haku-men's has a combo rate of 60%
  • 5C deals 1100. It has a P1 of 100 and a P2 of 92.
  • J.214C deals 2500 and has a P2 of 92.

5C = 1100

J.214C = Raw Tsubaki Damage * Combo rate * 5C's P1 * 5C's P2 = 2500 * 0.6 * 1 * 0.92 = 1380

5C = Raw 5C damage * Combo rate * 5C's P1 * (5C's P2 * Tsubaki's P2) = 1100 * 0.6 * 1 * (0.92 * 0.92) = 558 (rounded down)

Total damage: 1100 + 1380 + 558 = 3038

Example 2:

  • Rachel: 5B > 3C(3)
  • Rachel's has a combo rate of 60%
  • 5B deals 600. It has a P1 of 100 and a P2 of 85.
  • 3C deals 400 3 times. It has a P2 of 79 which is only applied once.

5B = 600

3C(1) = 400 * 5B's P1 * 5B's P2 * Combo rate = 400 * 1 * 0.85 * 0.6 = 204

3C(2) = 400 * 5B's P1 * 5B's P2 * Combo rate * 3C(1)'s P2 = 400 * 1 * 0.85 * 0.6 * 0.79 = 160 (rounded down)

3C(3) = 400 * 5B's P1 * 5B's P2 * Combo rate * 3C(1)'s P2 = 400 * 1 * 0.85 * 0.6 * 0.79 = 160 (rounded down)

Total damage: 600 + 204 + 160*2 = 1124

Minimum Damage[edit]

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 comboable 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[edit]

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[edit]

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 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.

Bonus Damage[edit]

The damage counter will turn red when you're doing extra damage

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. If this sounds confusing, here's what the calculation looks like with all of the bonus damage listed above:

100% base damage + 10% Counter hit bonus + 10% Active Flow Bonus + 20% Danger State Bonus = 140% Total Damage

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.

Other Damage[edit]

Chip Damage[edit]

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.

Poison and Life Drain[edit]


Poison (via Bang's poison nail) and Life Drain (via Hazama's Overdrive) both steadily decrease the opponent's life while active, but can never kill the opponents by themselves; the most they can do is decrease the opponent's life to 1 health.

Combo System[edit]

Hitstun Decay[edit]

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)

Hitstun/Untechable Decay vs. Time
Combo Duration 120F~ 360F~ 480F~ 660F~
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.

Starter's Effect on Combo Duration
Starter Long Normal Short Very Short
Time Consumed 0F 60F 120F 300F

Increasing Hitstun[edit]

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.

Invalid Combos and Resets[edit]

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.

Invalid combos still behave the same as normal combos for the purposes for damage scaling, hitstun reduction, etc.

There are some situations on defense where you intentionally delay an ukemi to avoid a mixup or a reset. For example, some players avoid performing an air ukemi against Tager's Atomic Collider grab because if you air ukemi, then he will reset you into a new combo that will likely do more damage than his Atomic Collider ender. 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 reset you into a fresh combo.

A number of characters have methods of forcibly restanding the opponent in order to start a new, freshly scaled combo. Jin and Nine's freezing attacks and Tager's Gadget Finger are examples of attacks that can force this type of reset.

If you cause a "purple" throw for any reason then the combo counter will reflect an invalid combo, even if that throw was a throw counter and unable to be rejected.