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==Notes regarding the system==
 
==Notes regarding the system==
*Command throws, attacks landed after a Special move has been Clash Canceled out of, and Final Smashes count twice; i.e. A 2-hit combo ending in a Final Smash would have the Final Smash be treated as Hit #3 instead of Hit #2. If any of these moves hit by themselves, they are treated as Hit #1.
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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.
*Non-command throw Special moves, all normal attacks, and Clash Attacks count once.
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*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.
   
 
==Combo scaling process==
 
==Combo scaling process==
 
The system goes like this:
 
The system goes like this:
*First hit of a combo does regular (100%) damage.
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*First and second hits deal full (100%) damage.
*Second hit does 90% damage.
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*Third hit deals 90%.
*Third hit does 80% damage.
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*Fourth hit deals 80%.
*Fourth hit does 70% damage.
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*Fifth hit deals 70%.
*Fifth hit does 60% damage.
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*Sixth hit deals 60%
*Sixth hit does 50% damage.
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*Seventh hit deals 50%.
*Seventh hit does 40% damage.
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*Eighth hit deals 40%.
*Eighth hit and beyond does 30% damage.
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*Ninth hit deals 30%.
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*Tenth hit deals 20%.
*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.
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:
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:
Damage scaling makes it so:
 
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#Neutral Attack (2 hits) - 5% - 100%
*Hit 1: 6% (100% of 6%)
 
*Hit 2: 4% (90% of 5%)
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#Down Strong - 9% - 100%
*Hit 3: 5% (80% of 7%)
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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%
*Hit 4: 7% (70% of 10%)
 
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#Pick opponent up with Down Strong - 5.4% -> 5% - 60%
*Hit 5: 5% (60% of 9%)
 
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#Up Smash Attack - 7.5% -> 8% - 50%
*Hit 6/7: 19% (40% of 48% due to being a Final Smash)
 
*Hit 8: 3% (30% of 10%)
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#Shinku Hadoken (3 hits) - 8% - 40%
*Total Combo Damage: 49%
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*Total Combo Damage: 51%
   
As you can tell, damage scaling is a HUGE factor on the game's combo system. It is also useful to learn the damage scaling formulas to figure out just how much damage a combo will do without actually doing the combo in-game.
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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.
 
[[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:

  1. Neutral Attack (2 hits) - 5%
  2. Down Strong - 9%
  3. Hadoken - 8%
  4. Hadoken is Clash Canceled, Tatsumaki Senpukyaku (grounded, 3 hits) - 12%
  5. Pick opponent up with Down Strong - 9%
  6. Up Smash - 15%
  7. 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:

  1. Neutral Attack (2 hits) - 5% - 100%
  2. Down Strong - 9% - 100%
  3. Hadoken - 7.2% -> 8% - 90%
  4. Hadoken is Clash Canceled, Tatsumaki Senpukyaku (grounded, 3 hits) - 8.4% -> 8% - 70%
  5. Pick opponent up with Down Strong - 5.4% -> 5% - 60%
  6. Up Smash Attack - 7.5% -> 8% - 50%
  7. 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.