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==Damage Scaling==
==Damage Scaling==
{{warning|This data is all copied over from BBCF 2.0. The damage formula mostly holds the same, but other sections might have changed. (Delete this warning after all data has been confirmed)}}
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:
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:
<pre style = "white-space:pre-wrap">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)</pre>
<pre style = "white-space:pre-wrap">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)</pre>


{| class="wikitable" border="1" style="margin: 1em auto 1em auto;"
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;"
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! P1
! P1
| Applied only when the first hit of a combo
| Applied only when the first hit of a combo
| Next attack onwards
| Next hit onwards
|-
|-
! P2
! P2
| Applied to every hit of a combo
| Applied to every hit of a combo. <br/ >
Multi-hit attacks only apply P2 one time after the attack hits.<br/>
For some multi-hit attacks, each hit is basically considered a separate attack and P2 will be applied to each hit. These will be noted in the frame data with multiple P2 values.
| Next attack onwards
| Next attack onwards
|-
|-
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| All
| All
|}
|}
;Once P2
:Attacks with a (once) following the number for P2 will only apply P2 the first time the attack hits.


;Exceptions
;Exceptions
: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. All Distortion Skill Duos do 2000 damage, and 2500 if performed during Cross Combo. See the [[#Minimum Damage|Minimum Damage section]] for details. Some attacks also ignore the character combo rate.
: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|Minimum Damage section]] for details. Some attacks also ignore the character combo rate.




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! Attack Type !! Minimum Damage %
! Attack Type !! Minimum Damage %
|-
|-
! Normals, Reversal Actions, Skills, Partner Skills  
!Normals
|| 0%
|-
! Reversal Actions, Skills, Partner Skills  
|| 5%
|| 5%
|-
|-
! Extra Skills  
! Extra Skills  
|| 10%
|| 10%
|-
! Cross Raid
|| 100%
|-
|-
! Distortion Skills  
! Distortion Skills  
|| Varies, around 20%
|| Varies, defaults to 20%
|-
|-
! Distortion Skill Duo, Astral Heat
! Distortion Skill Duo, Astral Heat
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=== Persona Damage ===
=== Persona Damage ===
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 5% of their max health as recoverable damage whenever their Persona gets hit.
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.


==Combo System==
==Combo System==


===Hitstun Decay===
===Hitstun Decay===
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.
[[File:BBTag_ComboCounterHitstunDecay.png|thumb|250px|How much hitstun decay is there? just look at the background! None (top), -10 (middle), reduced to 1 (bottom)]]
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:
{{#lsth:BBTag/Frame Data|Hitstun Decay}}
{{#lsth:BBTag/Frame Data|Hitstun Decay}}
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.
<br style="clear:both;"/>
<br style="clear:both;"/>
====Throws====
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====
====Ignoring Hitstun Decay====
Hits from assists and any hit during Cross Combo ignore hitstun decay, any hits afterwards will be affected by 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==  
==Valid vs. Invalid Combo==  
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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.  
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, Tager might intentionally do an invalid combo using Atomic Collider because if you air ukemi, then he will reset you into a new combo.
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.


<br clear='all'/>
<br clear='all'/>
{{Navbar-BBTag}}
 
[[Category:BlazBlue Cross Tag Battle]]
==Navigation==
{{BBTag/Navigation}}

Revision as of 08:10, 13 January 2023

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 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.
For some multi-hit attacks, each hit is basically considered a separate attack and P2 will be applied to each hit. These will be noted in the frame data with multiple P2 values.

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.
All
Once P2
Attacks with a (once) following the number for P2 will only apply P2 the first time the attack hits.
Exceptions
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.


Minimum Damage

The following actions all deal a minimum amount of damage on hit, regardless of proration:

Minimum Damage
Attack Type Minimum Damage %
Normals 0%
Reversal Actions, Skills, Partner Skills 5%
Extra Skills 10%
Cross Raid 100%
Distortion Skills Varies, defaults to 20%
Distortion Skill Duo, Astral Heat 100%

Bonus Damage

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

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%.


Other Damage

Chip Damage

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.

Persona Damage

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.

Combo System

Hitstun Decay

How much hitstun decay is there? just look at the background! None (top), -10 (middle), reduced to 1 (bottom)

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:

Hitstun/Untechable Decay vs. Time
Combo Duration 0~359F 360~599F 600F~
Decay None -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.

Throws

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

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.

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.


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