Damage scaling is a mechanic introduced in Super Smash Bros. Clash. This a entirely new system introduced into Clash that is used to modify the damage of combos in order to stop them from being broken. The more hits that are placed in a combo, the weaker a combo becomes.
Notes regarding the systemEdit
- Attacks landed after a Special move has been Clash Canceled out of and Final Smashes count twice. For example, when a Final Smash connects on the on-screen combo meter as the third hit, it registers in damage scaling as the fourth hit.
- Special moves, throws (including command throws, such as Donkey Kong's Kong Bomber, all normal attacks, and Clash Attacks count once.
- If a move hits multiple times, all the hits of that move are still treated as the same attack.
- All hits of a jab, or other multi-command, multi-hit attacks, are treated as the same attack. There are exceptions.
Combo scaling processEdit
The system goes like this:
- First and second hits deal full (100%) damage.
- Third hit deals 90%.
- Fourth hit deals 80%.
- Fifth hit deals 70%.
- Sixth hit deals 60%
- Seventh hit deals 50%.
- Eighth hit deals 40%.
- Ninth hit deals 30%.
- Tenth hit deals 20%.
- Eleventh hit deals 10%.
- Twelfth hit and all after deal 5%.
Note that move knockback is slightly decreased as a combo goes on as well. The hitstun each attack deals is also decreased.
For example, a basic Ryu combo goes like this, with the move's normal damage listed at the end:
- Neutral Attack (2 hits) - 5%
- Down Strong - 9%
- Hadoken - 8%
- Hadoken is Clash Canceled, Tatsumaki Senpukyaku (grounded, 3 hits) - 12%
- Pick opponent up with Down Strong - 9%
- Up Smash - 15%
- Shinku Hadoken (3 hits) - 20%
- Total Combo Damage: 78%
Here is what that combo does after damage scaling. It goes Move Name - Damage -> Rounded Damage - Damage Scaled:
- Neutral Attack (2 hits) - 5% - 100%
- Down Strong - 9% - 100%
- Hadoken - 7.2% -> 8% - 90%
- Hadoken is Clash Canceled, Tatsumaki Senpukyaku (grounded, 3 hits) - 8.4% -> 8% - 70%
- Pick opponent up with Down Strong - 5.4% -> 5% - 60%
- Up Smash Attack - 7.5% -> 8% - 50%
- Shinku Hadoken (3 hits) - 8% - 40%
- Total Combo Damage: 51%
That's 27% in decreased damage. Damage scaling has a big impact on the game's combo system, and as such, it's a better idea to stick to short, damaging combos instead of long ones with a bunch of weak hits leading into powerful hits. In particular, it's generally not a good idea to stuff a Final Smash in late; you want to use it in a combo as soon as possible.
If you do like long, damaging combos, you may want to look into learning how to reset the damage scaling process.