Super Smash Bros. Clash Wiki
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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

  • 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.
  • Non-command throw Special moves, 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.

Combo scaling process

The system goes like this:

  • First hit of a combo does regular (100%) damage.
  • Second hit does 90% damage.
  • Third hit does 80% damage.
  • Fourth hit does 70% damage.
  • Fifth hit does 60% damage.
  • Sixth hit does 50% damage.
  • Seventh hit does 40% damage.
  • Eighth hit and beyond does 30% damage.
  • If a Final Smash lands past the eighth hit, it'll deal 20% of it's normal damage as opposed to 30%.

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.

For example, let's say a combo is 7 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%.

Damage scaling makes it so:

  • Hit 1: 6% (100% of 6%)
  • Hit 2: 4% (90% of 5%)
  • Hit 3: 5% (80% of 7%)
  • Hit 4: 7% (70% of 10%)
  • Hit 5: 5% (60% of 9%)
  • Hit 6/7: 19% (40% of 48% due to being a Final Smash)
  • Hit 8: 3% (30% of 10%)
  • Total Combo Damage: 49%

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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