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==Notes regarding the system== |
==Notes regarding the system== |
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− | * |
+ | *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 (Clash)|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. |
*If a move hits multiple times, all the hits of that move are still treated as the same attack. |
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+ | *All hits of a jab, or other multi-command, multi-hit attacks, are treated as the same attack. There are exceptions. |
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==Combo scaling process== |
==Combo scaling process== |
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The system goes like this: |
The system goes like this: |
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− | *First |
+ | *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%. |
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− | *If a Final Smash lands past the eighth hit, it'll deal 20% of it's normal damage as opposed to 30%. |
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+ | *Eleventh hit deals 10%. |
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+ | *Twelfth hit and all after deal 5%. |
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+ | Note that move knockback is slightly decreased as a combo goes on as well. The hitstun each attack deals is also decreased. |
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− | Take note that, if it is left with a decimal, it will always round down and attacks can NOT do 0%: If it rounds to 0% then it will do 1% instead. |
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+ | For example, a basic Ryu combo goes like this, with the move's normal damage listed at the end: |
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− | For example, let's say a combo is 11 hits long and features a 6% normal, a 5% normal, 7% normal, a 10% normal, a 9% normal, a Final Smash dealing 48%, and then a 10% normal. Normally, this combo would deal 6-5-7-10-9-48-10 damage for a total 95%. |
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+ | #Neutral Attack (2 hits) - 5% |
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+ | #Down Strong - 9% |
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+ | #Hadoken - 8% |
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+ | #Hadoken is Clash Canceled, Tatsumaki Senpukyaku (grounded, 3 hits) - 12% |
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+ | #Pick opponent up with Down Strong - 9% |
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+ | #Up Smash - 15% |
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+ | #Shinku Hadoken (3 hits) - 20% |
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+ | *Total Combo Damage: 78% |
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+ | Here is what that combo does after damage scaling. It goes Move Name - Damage -> Rounded Damage - Damage Scaled: |
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− | Damage scaling makes it so: |
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+ | #Neutral Attack (2 hits) - 5% - 100% |
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− | *Hit 1: 6% (100% of 6%) |
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− | + | #Down Strong - 9% - 100% |
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− | + | #Hadoken - 7.2% -> 8% - 90% |
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+ | #Hadoken is Clash Canceled, Tatsumaki Senpukyaku (grounded, 3 hits) - 8.4% -> 8% - 70% |
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− | *Hit 4: 7% (70% of 10%) |
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+ | #Pick opponent up with Down Strong - 5.4% -> 5% - 60% |
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− | *Hit 5: 5% (60% of 9%) |
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+ | #Up Smash Attack - 7.5% -> 8% - 50% |
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− | *Hit 6/7: 19% (40% of 48% due to being a Final Smash) |
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− | + | #Shinku Hadoken (3 hits) - 8% - 40% |
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− | *Total Combo Damage: |
+ | *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. |
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+ | |||
+ | If you do like long, damaging combos, you may want to look into learning how to [[Reset (combo)|reset]] the damage scaling process. |
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[[Category:Game mechanics]] |
[[Category:Game mechanics]] |
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+ | [[Category:Combos]] |
Latest revision as of 03:30, 25 November 2010
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 system[]
- 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 process[]
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.