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 hit onwards|
|P2||Applied to every hit of a combo.
Multi-hit attacks only apply P2 one time after the attack hits.
|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. 80% for all characters.||2nd hit onwards|
|Special||Only some moves have Special Proration.
See character frame data for details.
- 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 Tager's Gadget Finger always does 100 damage, regardless of scaling. Most Distortion Skills do at least 20% of their damage. Multi-target Distortion Skill Duos do 2000 damage and single-target do 2500 damage. These values increase to 2500/3000 damage accordingly if performed during Cross Combo. See the Minimum Damage section for details. Some attacks also ignore the character combo rate.
The following actions all deal a minimum amount of damage on hit, regardless of proration:
|Attack Type||Minimum Damage %|
|Reversal Actions, Skills, Partner Skills||5%|
|Distortion Skills||Varies, defaults to 20%|
|Distortion Skill Duo, Astral Heat||100%|
Currently, additional bonus damage can be added in only one way, that is, netting a counter hit, which increases the damage of that one attack by 10%.
In BlazBlue Cross Tag Battle (and most other fighting games), Skills and all variations thereof deal small amounts of damage even if they are blocked. This damage is all red health so it can be recovered by tagging out or using Resonance Blaze.
Most Skills and up deal 5% of their base damage on block, but during Resonance Blaze, chip damage is increased and normals will also start to deal chip damage. Hyde's sword normals will also always deal chip damage. Chip damage can not be prevented, but it will not kill you in any circumstances. Chip damage is all recoverable. Also, there are certain moves that are defined to do more or less chip damage. Ragna's Soul Eater property causes chip damage which is ALSO absorbed by Ragna and converted into health.
Characters from the Persona series use their Personas for various attacks. These Personas can be hit, and will deal damage to the character! Specifically, a character takes 2.5% of their max health as recoverable damage whenever their Persona gets hit.
As a combo goes on, the amount of hitstun each attack deals is reduced as it reaches certain time thresholds. Unlike in CF, Hitstun/Untechable decay is only determined by the amount of time that has passed in the combo, and is independent of the combo starter:
|Decay||-10F||Reduced to 1F|
You can tell how far you are into the combo by looking at the combo counter. The background of it will change at each time threshold. Players can use this to tell how far into a combo they are and cut it off early before the hitstun decays too much. The background even acts as a countdown timer! When you are 240F away from the next threshold, additional diamonds will appear in 60F intervals.
The first "hit" of a throw, including command throws, is always 0 damage. For these cases, the first damaging hit (that is, the second hit on the combo counter) is treated as the start of the combo with regards to hitstun decay.
Ignoring Hitstun Decay
Hits from Distortion Skills and Distortion Skill Duos ignore hitstun decay. Combo timer does not count up during super freeze. Attacks that hit during Cross Combo also ignore hitstun decay. However, the combo timer still runs during this time, so hitstun decay will kick back in after Cross Combo ends.
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.
There are some situations on defense where you intentionally delay an ukemi to avoid a mixup. For example, some players do not ukemi against Tager's Atomic Collider grab in order to avoid being reset into a new combo.
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD • Controls •
• Movement/Canceling • Offense • Defense • Gauges • Attack Attributes •
Detailed & Advanced Information
• Damage/Combo • Frame Data & System Data • Misc •
• Patch Notes •
- Active Change
- Air Recovery
- Astral Heat
- Clash Assault
- Cross Burst
- Cross Combo
- Cross Gauge
- Cross Raid
- Cross Gauge Cooldown
- Delayed Down Entrance
- Distortion Skills
- Distortion Skill Duo
- Duo Change
- Extra Assault
- Extra Skills
- Ground Recovery
- Guard Bonus
- Minimum Damage
- P1, P2
- Partner Skills
- Rampage Time
- Reject Guard
- Reversal Action
- Resonance Blaze
- Resonance Gauge
- Skill Gauge
- Smart Combo
- Throw Reject
- Throw Counter
- Throw Reject Miss