GBVS/Damage: Difference between revisions

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==Damage Scaling==
==Damage Scaling==
For short combos doing c.HHH > special will typically deal more damage. however for longer combos i.e (c.H > EX wall bounce > c.XXX > special) using a single proximity normal as a starter will be better than doing the auto combo followup. auto combo 2 prorates harder than a single proximity normal and autocombo 3 prorates harder than autocombo 2.
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 a specific hit will deal:
 
{| class="wikitable" border="1" style="text-align:center; margin: 1em auto 1em auto;"
|-
! Combo Count !! Damage Dealt
|-
| 1 hit || 100%
|-
| 2 hit || 100%
|-
| 3 hit || 80%
|-
| 4 hit || 70%
|-
| 5 hit || 60%
|-
| 6 hit || 50%
|-
| 7 hit || 40%
|-
| 8 hit || 30%
|-
| 9 hit || 20%
|-
| 10+ hit || 10%
|-
|}


== Guts ==
== Guts ==

Revision as of 02:01, 21 February 2020

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 a specific hit will deal:

Combo Count Damage Dealt
1 hit 100%
2 hit 100%
3 hit 80%
4 hit 70%
5 hit 60%
6 hit 50%
7 hit 40%
8 hit 30%
9 hit 20%
10+ hit 10%

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