Health Bar
Yellow life bar on the top of the screen indicates characters’ stamina. When that runs out, the character lose the round. A portion of all inflicted damage is shown as a red segment of the life bar.
Most characters' total health points vary, but interestingly, their visual representations in the health bar are outright misleading in a way. For example, Ragna's health total is 10000, but when he visually has 20% health left on the health bar, he actually has 3000 points of life instead of 2000. Different characters have their health bars split at different points and in different ways, and some don't have this at all and their health bar is traditionally distributed.
Health point ratio is important because it has effect on Heat Gauge that regenerates when the character is below 20% health bar. However, in the event of a time-out, the game is decided on percentage of the remaining health bar instead of the total health point. That is the drawback of having a life bar that is denser towards the latter portion.
Here is the data on each character's health totals and ratio:
Character | Total Health & Split | Health Ratio |
---|---|---|
Ragna | 10000 (7000+3000) |
80:20 |
Jin | 11500 (5750+5750) |
50:50 |
Noel | 11000 (5500+5500) |
50:50 |
Tager | 13000 (9100+3900) |
80:20 |
Taokaka | 10500 (5250+5250) |
50:50 |
Rachel | 11000 (5500+5500) |
50:50 |
Arakune | 10500 (7350+3150) |
80:20 |
Bang | 11500 (7475+4025) |
75:25 |
Litchi | 11000 (7700+3300) |
80:20 |
Carl | 9500 (6650+2850) |
80:20 |
Hakumen | 12000 (8400+3600) |
80:20 |
Nu-13 | 10000 (6400+3600) |
80:20 |
Damage Scaling
As more attacks are added to a combo, each attack progressively does less damage due to damage scaling (also known as damage proration).
There are many damage scaling measures in this game, but it's not hard to understand. Just following the formula below you can calculate all the combo damages in this game and understand how the scaling works. To determine how much damage the second hit onwards (the first hit almost always deals 100% damage, but with Guard Crush and fall damage recovery being the only exceptions) in a combo will deal, the Combo Damage Formula is as follows:
Damage = (Base Damage) × (P1 of the first hit) × (P2 of all the preceding hits of the combo) × (character combo rate) × (other conditional proration)
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).
Character | Combo Rate |
---|---|
Ragna | 100% |
Jin | 100% |
Noel | 100% |
Tager | 85% |
Taokaka | 115% |
Rachel | 100% |
Arakune | 105% |
Bang | 90% |
Litchi | 80% |
Carl | 100% |
Hakumen | 80% |
Nu-13 | 90% |
Condition | Proration |
---|---|
Hitting opponent during Guard Crush | 80% |
Hitting opponent from fall recovery | 80% |
Hit count 21~30 | 96% |
Hit count 31~59 | 98% |
Hit count >60 | 99% |
Proration Type | Description | Applies To |
---|---|---|
P1 | Applied only by the first attack of a combo. For multi-hit attacks, the second hit onwards will have P1 scaling applied. | Next hit onwards |
P2 | Applied by every attack of a combo. Some multi-hit attacks will apply P2 only once, regardless of how many hits connect, while some apply P2 for each hit. These will be noted in the frame data with multiple P2 values. |
Next hit onwards |
Conditional Proration | An extra proration value, separate from P1 and P2, generally greater than 100%. Only some moves apply bonus proration. Only one bonus proration value can be applied at a time in a combo; using multiple moves or the same move multiple times with bonus proration in a combo does not cause it to stack(??). |
Next attack onwards |
Combo Rate | Character-specific combo rate. Applied on the 2nd hit onwards. | 2nd hit onwards |
Example
Hakumen does CH 3C (1200), 6B (930) > 41236C (1830, 1530), 5C (1110) > 236A (560) > 6C (1640).
Move | Damage Scaling | Final Move Damage |
---|---|---|
3C | None | 1200 |
6B | 930 x 100% (P1 of 3C) x 60% (P2 of 3C) x 80% (CR) | 446 |
41236C (1st hit) | 1830 x 100% x 60% x 80% x 80% (P2 of 6B) | 702 |
41236C (2nd hit) | 1530 x 100% x 60% x 80% x 80% x 94% (P2 of the 1st hit) | 552 |
5C | 1110 x 100% x 60% x 80% x 80% x 94% x 80% (P2 of the 2nd hit) | 320 |
236A | 560 x 100% x 60% x 80% x 80% x 94% x 80% x 89% (P2 of 5C | 143 |
6C | 1640 x 100% x 60% x 80% x 80% x 94% x 80% x 89% x 89% (P2 of 236A) | 375 |
The final damage will be 1200 + 357 + 562 + 441 + 256 + 115 + 300 = 3738
Click [★] for character's full frame data
Essentials
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The Basics
• Movement/Canceling •
Mechanics •
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Detailed & Advanced Information
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Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- Advanced Input
- Attack Attributes
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