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Damage Scaling[edit]

Dragon Ball FighterZ has an almost universal standard for damage scaling, scaling harder as more hits connect.

Scaling Tables
Hit Count 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18+
Table 1 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15%
Table 2 100% 90% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10%
Table 3 100% 90% 80% 70% 60% 50% 40% 30% 20% 10%

The table used is determined by the first hit of the combo.

Table 1 is used by most medium and heavy normals, Dragon Rush and some specials.

Table 2 is used by light normals, air normals, projectiles, armored attacks, Super Dashes, Z Assists, Z Changes, Vanishes and some specials.

Table 3 is used by command overheads, command throws, Sparking Blast, cross-up attacks (barring Vanish), counters and reversal specials.

Z Assists take 50% minimum damage from all attacks, but all the damage they take is recoverable.

Initial Proration[edit]

There's a little more to damage scaling than just hit counts, however. There are attacks that cause all future hits in the combo to deal reduced damage if used as a starter. All moves that don't use table 1 have initial proration. Initial proration adds to the table count after the first hit based on the level of proration.

In general, table 2 moves have +2 proration and table 3 moves have +3 proration. Z Assists use table 2, but have +3 proration.

Forced Proration[edit]

Forced proration applies to moves that add to the table count regardless of whether they are the first hit or not. Z Assists have +2 forced proration, Vanishes have +5, specials and supers can range from +1 to +4.

Multi-Hit Attacks[edit]

Most multi-hit attacks are considered as one move in terms of scaling. However, there are different types of multi-hit scaling:


The entire move receives the same scaling.


The first hit of the multi-hit move will scale every hit afterward. For example, a typical beam does 262*2 damage, however due to the +2 proration, it will actually do 262, 209*4 damage.


Each hit goes down the scaling table, but the entire move still counts as one.


Each hit counts as its own move and add to the combo's scaling count. Ki blasts fall into this category, so doing multiple Ki blasts early in a combo will greatly reduce the overall damage.

Damage Boosts Stacking[edit]

As of Patch 1.21, there are only 5 sources of damage boost: Sparking!, Limit-Breaking Power, Broly (DBS)'s Gigantic Roar, Frieza's Golden Frieza, and Adult Gohan's Potential Unleash. Though, these buffs do not stack additively.

Character Boost Normal With Sparking! or Limit-Breaking Power With Both
None 0% 20% 30%
Gigantic Roar 5% 25% 35%
Golden Frieza 20% 30% 40%
Adult Gohan Lv.2 2% 22% 32%
Adult Gohan Lv.3 4% 24% 34%
Adult Gohan Lv.4 6% 26% 36%
Adult Gohan Lv.5 8% 28% 38%
Adult Gohan Lv.6 10% 30% 40%

Super and Meteor Attacks[edit]

Minimum damage[edit]

While normals and special attacks have a minimum damage of 15% or 10% depending on the current scaling table. Super and Meteor Attacks have their own unique minimum damage, which means that the damage will not go below a certain value. These values overwrite the scaled damage and aren't affected by damage boosts. This means that activating Sparking Blast late in a combo before doing Super Attacks will not get you any extra damage.

Due to damage boost stacking, the upper limit of minimum damage for most character is 19.5% (Table 1 with Sparking! and Limit-Break Power). Thus any Supers, Meteors with minimum damage below this value will do higher damage than usual with the right condition.

For example, if a Super Move has 2000 raw damage with 360 minimum damage (18%). Then with Sparking! and Limit-Break Power, if the character land an attack with 2M or 2H (Table 1), then said Super will do 390 damage at the end of the combo.

Super Scaling[edit]

As of Season 2 (Version 1.14), after a Super or Meteor Attack connects and the current point character has finished their Super/Meteor's recovery animation, the rest of the combo will suffer an 1/3 multiplier on top of regular scaling and minimum damage. However, some followups are unaffected by this damage reduction:

  • Comboing after Smash versions of:
Vegeta (SSGSS)'s Niagara Pummel (held)
Videl's Rainbow Storm
Non-Smash versions of these Supers will still trigger super scaling
  • Comboing after Supers and Meteors that recovered before/while they're active:
Broly's H+S Gigantic Meteor
Broly (DBS)'s second part of Meteor Shower
Goku (GT)'s Super Ultra Spirit Bomb
Gotenks' H+S Super Ghost Kamikaze Attack
Kefla's Gigantic Ray
Piccolo's Hellzone Grenade
Zamasu (Fused)'s Blades of Judgment
  • "Intended" followups:
Frieza's Death Ball > Death Saucer > You must die by my hand!
Frieza's Sorbet's Ray Gun > anything
Nappa's Break Cannon (held) > anything
Yamcha's Spirit Ball > Ultimate Wolf Fang Fist
The multiplier is applied the moment a wrong followup connects, so even if a correct one is used later in the combo, it will still receive reduced damage.

Combo System[edit]

The combo system in Dragon Ball FighterZ is very freeform, however there are a few rules that limit things.

Moves that cause the camera to briefly change angles and zoom in are considered to have the Smash! property, which puts the opponent in an extended hitstun state compared to normal. These often cause a special hit property, such as launching, wall bouncing or sliding the opponent, although this is not always the case.

Attacks that can trigger Smash! property do not trigger these effects at all times, as certain circumstances can prevent the camera change and the effect from taking place. Typically, you are limited to one Smash! per combo, with the following exceptions:

  • The third hit of the L Super Combo (5LLL) will always Smash!
  • A Smash! that ground slides will still do so following any other type of Smash! and vice versa
    • This is not the case of Dynamic!, which prohibits any further Smash! except Vanish and the guaranteed Smash! on 5LLL
  • Vanish can be used for an additional wall bounce, however any further Vanishes will not wall bounce
  • j.H will ground slide only if used after an attack with launching Smash! property (most 5LLLs, 2H, most j.2Hs, raw Dragon Rush and more) within the same combo
    • Android 16 and Gogeta (SSGSS)'s j.H wall bounces on Smash!
    • Broly's j.H captures into launch on Smash!
    • Piccolo, Yamcha, Android 21, Vegito and Goku (GT)'s j.H cause blowback and have no Smash! property
    • Vegeta (Super Saiyan)'s Aerial M Crushing Knee Kick and Bardock's Aerial M Raging Meteor function as a typical j.H does
      • Vegeta (Super Saiyan)'s Aerial M Crushing Knee Kick still has Smash! property without a launching Smash!, but it won't ground slide

Hitstun Decay[edit]

As a combo goes on, the amount of hitstun each attack deals is reduced as it reaches certain time thresholds. Hitstun decay (for a grounded opponent) and untechable decay (for an airborne opponent) are determined by the amount of time that has passed in the combo.

Hitstun Decay vs. Time
Combo Duration 150F~ 270F~ 390F~ 510F~
Hitstun Decay -5F -10F -15F Reduced to 1F
Untechable Time Decay vs. Time
Combo Duration 420F~ 560F~ 660F~ 780F~
Untechable Time Decay -5F -10F -15F Reduced to 1F

Certain moves ignore this decay, such as Meteor Attacks and Dragon Rushes.

Chip Damage[edit]

When blocking specials and supers a very small percentage of the attack's base damage will be dealt in the form of recoverable health. This is colloquially known as chip damage (i.e. chipping away an the opponent's health). Some attacks do a significant amount of chip damage, like Krillin's Destructo Disc.

Normals and regular Ki blasts do not perform chip damage.

A character will not die from chip damage.

Valid vs. Invalid Combos[edit]

A valid combo versus an invalid combo. The number turns blue when the combo could have been escaped

Because characters can choose to delay their air recovery, this leads to the possibility of combos that work only because the opponent decided not to recover. 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.

There are some situations on defense where you intentionally delay a recovery to avoid a mixup. For example, some characters often create mixups assuming you will recover right away. Delaying your recovery will mess up their timing and allow you the chance to escape.

Dragon Ball FighterZe
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