Difference between revisions of "GBVS/Damage"

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(Chip Damage)
(Chip Damage)
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## If the opponent is at 2+ health and takes any amount of chip damage, then the opponent will survive with 1 health.
 
## If the opponent is at 2+ health and takes any amount of chip damage, then the opponent will survive with 1 health.
 
# The opponent must return to neutral after being at 1 health.
 
# The opponent must return to neutral after being at 1 health.
## This is to prevent a gapless string of hits from chip killing the opponent (such as Ferry's ball super).
+
## This is to prevent a gapless string of hits from chip killing the opponent (such as most Skybound Arts).
  
 
==Combo System==
 
==Combo System==
  
 
{{Navbar-GBVS}}
 
{{Navbar-GBVS}}

Revision as of 09:13, 14 February 2020

Damage Scaling

Guts

Guts is a universal mechanic shared by all characters.
Guts is a damage modifier applied to damage based on the remaining health of the character hit by a given attack.
If an attack is comprised of two or more hits, the damage scaling caused by guts is applied on a per-hit basis. This means that if the first hit applies damage when the target's health is 61% or more, then the damage of that hit is scaled by 100%, but if the second hit is applied when the target is at 60% or less health, then the damage of the second hit is scaled by 95%.

Health Threshold Damage Modifier
>= 61% 100%
60% ~> 41% 95%
40% ~> 21% 90%
20% ~> 11% 85%
<= 10% 75%


Chip Damage

Most Skills, Skybound Arts, and Super Skybound Arts do small amounts of damage to the opponent even on block. This is known as chip damage, and is a common mechanic in fighting games.

Attacks do 25% of their base damage as chip damage when performed with the manual input, but only 20% when using the Ability button.


Chip Damage can kill the opponent, but there are two conditions that must be met first.

  1. The opponent is at 1 health.
    1. If the opponent is at 2+ health and takes any amount of chip damage, then the opponent will survive with 1 health.
  2. The opponent must return to neutral after being at 1 health.
    1. This is to prevent a gapless string of hits from chip killing the opponent (such as most Skybound Arts).

Combo System

Granblue Fantasy Versuse
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesGaugesMisc