Difference between revisions of "DBFZ/Damage"

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. Each attack has an initial proration value and how many "steps" it proceeds down the scaling table. The first hit of the combo will always do 100% damage, and unless stated otherwise, all attacks have a minimum damage of 10%.

Damage Scaling
Step Count 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18+
Next Attack -10% -10% -10% -10% -10% -10% -10% -0% -0% -0% -5% -0% -0% -5% -0% -0% -5% -0%

For example, 5M has proration value of 100% and increments scaling by 1 step (100%+1), this means that the next attack will do 90% of its base damage. Similarly, 5L's proration value is 90% and increments scaling by 1 step (90%+1), so the next attack will do 80% damage.

Here's how the scaling table looks like for all initial values from 100% to 50%:

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

Notice that at 100% proration, the table utilizes the best out of damage scaling, and it also never goes below 15%, thus moves with 100%+1 or even 100%+0 proration are the best combo starters.

Here's an arbitrary example to get the hang of combo scaling: Say move A has proration value of 70%+0, move B is 100%+4, move C is 90%+3, move D is 100%+1. The 4 moves all do 1000 damage. If one does a combo consists of A > B > C > D, then:

The first hit always does 100% damage (1000), and it'll set the scaling table of the combo to 70%
The second attack stays at 70% damage (700) instead of 60%, since move A is +0, it doesn't perpetuate scaling
The third attack goes 4 steps down to 30% (300)
The fourth attack goes 3 steps down to below 10%, but since regular attacks have a minimum damage of 10%, it'll do 100 damage.

Thus the total damage of the combo is 2100.

Multi-Hit Attacks

Most multi-hit attacks only has their first hit applies scaling. For example, Yamcha's Kamehameha has 5 hits with each doing 262 damage and a proration value of 90%+1, if all 5 hits connect, it will do 262+209*4 damage, and the next attack will also do 80% damage.

Since this isn't always the case, special cases will be noted in characters' full frame data.

Damage Boosts

There are 5 sources of damage boost in the game: 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.

Damage Modifiers
Character Boost Normal With Sparking! or
Limit-Breaking Power
With Both
None 100% 120% 130%
Gigantic Roar 105% 125% 135%
Golden Frieza 120% 130% 140%
Adult Gohan Lv.2 102% 122% 132%
Adult Gohan Lv.3 104% 124% 134%
Adult Gohan Lv.4 106% 126% 136%
Adult Gohan Lv.5 108% 128% 138%
Adult Gohan Lv.6 110% 130% 140%

As long as super scaling isn't in effect, all attacks' damage cannot fall below 10% * damage boost modifier, and all attacks with damage higher than 0 cannot fall below 1 damage. Super Attacks and Meteor Attacks have unique minimum damage values. These values are not affected by damage boosts.

Example 1: Frieza's 5L has 400 base damage. With an 100% damage modifier, it'll do 40 minimum damage, while with an 140% damage modifer, it'll do 56 minimum damage. Example 2: Frieza's Nova Strike has a base damage of 4200 and 40% minimum damage. With either an 100% or 140% damage modifier, it'll still do 1680 minimum damage.

Super Scaling

After a Super or Meteor Attack connects, once the current point character returns to neutral state, the rest of the combo will suffer a 40% multiplier on top of everything else: damage boosts, regular scaling, and minimum damage. Super scaling will also allow attacks to be scaled to 0 damage.

Certain Super/Meteor Attacks do not have this property, allowing you to freely combo afterward with normal damage. There's one caveat is that if super scaling has already been in effect before these attacks, follow-ups will still suffer reduced damage once the point character has fully recovered. Ex: Krillin hits with Destructo-Disc (has super scaling), then Ultimate Z Change into Nappa's Break Cannon (when held, does not have super scaling), after Nappa returns to neutral state, the combo will still receive super scaling.

Full list of Supers/Meteors without super scaling property is as follows:

• Broly's H+S Gigantic Meteor
• Broly (DBS)'s second part of Meteor Shower
• Frieza's Sorbet's Ray Gun
• Goku (GT)'s Super Ultra Spirit Bomb
• Gotenks' H+S Super Ghost Kamikaze Attack
• Kefla's Gigantic Ray
• Krillin's second part of Scattering Energy Wave
• Nappa's Break Cannon (held)
• Smash! version of Vegeta (SSGSS)'s Niagara Pummel (held)
• Smash! version of Videl's Rainbow Storm
• Zamasu (Fused)'s Blades of Judgment

Unique exceptions:

• Yamcha's Spirit Ball itself has super scaling property like most Supers. However after landing Spirit Ball, if Yamcha stays as the point character and no attacks in the combo has been affected by super scaling, then his Meteor Attack: Ultimate Wolf Fang Fist will also be unaffected by super scaling. This allows him to link Spirit Ball directly into Ultimate Wolf Fang Fist and get full damage, even though Yamcha enters neutral state and can even perform other actions between the two attacks.
• Videl's Rainbow Storm on hit can always cancel into a variety of actions. But despite her never entering neutral state, the damage scaling from this move depends entirely on Smash property: Smash version has no super scaling, so the combo keeps full damage even after Videl fully recovers, while non-Smash version will super scale the combo even if she cancels into other attacks.

Combo System

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
• Super Baby 2's j.H uniquely sends upwards with no Smash! property

Hitstun Decay

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.

Certain moves ignore this decay, such as most throws and Super/Meteor Attacks.

Hitstun Decay vs. Time
Combo Duration 150F~ 270F~ 390F~ 510F~
Hitstun Decay -5F -10F -15F Reduced to 0F
Untechable Time Decay vs. Time
Combo Duration 420F~ 540F~ 660F~ 780F~
Untechable Time Decay -5F -10F -15F Reduced to 0F

Chip Damage

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

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 mix-up. For example, some characters often create mix-ups assuming you will recover right away. Delaying your recovery will mess up their timing and allow you the chance to escape.