BBCP/Damage

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Revision as of 02:20, 17 February 2013 by Shtkn (talk | contribs) (→‎Danger State)

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 each hit in a combo will deal, there is a formula:

Exceptions
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

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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 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). They will also not have their damage boosted by negative penalty or danger state.

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

Same Move Proration

The opponent will flash blue and your combo is likely over.

Using certain attacks a second time in a combo will greatly increase the amount of damage scaling (meaning less damage) and hitstun scaling applied to the combo. Often times, the opponent can escape the combo immediately afterwards. This property is called Same Move Proration (SMP). Moves have various amounts of SMP and will be noted in the Frame Data section for your character.

The opponent will flash blue and the words "Same Attack Combo!" will appear on the side of the screen when SMP triggers.

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 Guard. Additionally, there are certain moves that are defined to do more or less chip damage (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 Guard.

Danger State

BBDangerState.png

Danger State occurs when the Barrier Gauge is emptied or whe 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: the first hit of a combo does 1.5x more damage; all subsequent hits deal 1.2x more damage. Throws still only do their base 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 and proration increases, the amount of hitstun the opponent receives drops. Hitstun duration is affected solely by four types of proration: Start Proration (P1), Proration Multiplier (P2), Same Move Proration, and Bonus Proration. When the combined calculated proration value of these goes below ??% (on the ground) or ??% (in the air), the hit-stun duration begin to drop. This means that when you add attacks that have lenient proration into your combo, it'll be easier to lengthen the combo with more attacks.

Starter Affects Hitstun Decay

New to BlazBlue: Chrono Phantasma, the fist attack in a combo helps determine how long a combo can go on until more severe Hitstun Decay kicks in.

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 2 frames of hitstun/untechable time to all subsequent attacks in that combo (unconfirmed). This allows for combos that would otherwise not work. For example,

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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc