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=Combo System= | =Combo System= | ||
==Hitstun Decay== | ==Hitstun Decay== | ||
As a combo goes on, the amount of hitstun each attack deals is reduced. Hitstun/Untechable duration is determined by the amount of time that has passed in the combo as well as what starter is used and whether certain attacks are used twice or more in the same combo. | As a combo goes on, the amount of hitstun each attack deals is reduced as it reaches certain time thresholds. Hitstun/Untechable duration is determined by the amount of time that has passed in the combo as well as what starter is used and whether certain attacks are used twice or more in the same combo. | ||
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Revision as of 00:44, 2 April 2013
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 each hit in a combo will deal, there is a formula:
- Exceptions
- Some attacks ignore this damage scaling. For example all throw do their full damage and ignore any damage scaling. Most Distortion Drives do at least 20% of their damage. See the Minimum Damage section for details. Some attacks also ignore the Character Combo rate, such as all Crush Triggers and Tager's Atomic Collider.
- Example
<toggledisplay> </toggledisplay>
Minimum Damage
Most Distortion Drives in BlazBlue will always do 20% of the damage of attack at minimum regardless of damage scaling (Other Distortion Drives have a higher minimum). This means that using supers at the end of combos is a good way to tack on some extra damage.
In addition, throws always do 100% of their original damage regardless of how much damage scaling has occured beforehand (assuming the opponent does not break your throw). They will also not have their damage boosted by negative penalty or danger state.
Minimum damage is not affected by Character Combo Rate, Move-Specific Changes, or Danger State prorations.
Same Move Proration
Using certain attacks a second time in a combo will greatly increase the amount of damage scaling (meaning less damage) and hitstun scaling applied to the combo. Often times, the opponent can escape the combo immediately afterwards. This property is called Same Move Proration (SMP). Moves have various amounts of SMP and will be noted in the Frame Data section for your character.
The opponent will flash blue and the words "Same Attack Combo!" will appear on the side of the screen when SMP triggers.
Chip Damage
Special and Super attacks in BlazBlue (and most other fighting games) do small amounts of damage even if they are blocked.
Most Special and Super attacks do 5% of their base damage on block. This chip damage can be prevented by using Barrier Block. Additionally, there are certain moves that are defined to do more or less chip damage like Amane's drills (see move notes for details). Ragna's drive (Soul Eater) does chip damage which is ALSO absorbed by Ragna and converted into health. Soul Eater can be prevented with Barrier Block.
Danger State
Danger State occurs when the Barrier Gauge is emptied or whe Negative Penalty is incurred. When in the Danger State, the word DANGER will appear overlayed on the affected character's health bar, and they will take more damage: the first hit of a combo does 1.5x more damage; all subsequent hits deal 1.2x more damage. Throws still only do their base damage.
When you enter Danger State, Barrier Block is disabled, the Barrier Gauge will be become greyed out and start to refill automatically to half-full, which usually takes about 10 seconds. You will leave Danger State once the Barrier Gauge reaches half-full. After which, Barrier Block is available for use once again.
Combo System
Hitstun Decay
As a combo goes on, the amount of hitstun each attack deals is reduced as it reaches certain time thresholds. Hitstun/Untechable duration is determined by the amount of time that has passed in the combo as well as what starter is used and whether certain attacks are used twice or more in the same combo.
Combo Duration | 480F~ | 540F~ | 600F~ | 660F~ | 720F~ | 780F~ | 820F~ |
---|---|---|---|---|---|---|---|
Decay | -2F | -4F | -6F | -9F | -12F | -15F | Reduced to 1F |
This table alone does not tell the whole story: each attack has a rating that determines how much "time" is already consumed when used as a starter. The rating for each attack is listed in each character's frame data.
Starter | SLOW | NORMAL | FAST | MOMENT |
---|---|---|---|---|
Time Consumed | 0F | 180F | 360F | 540F |
In addition to that, certain attacks have a quality called Same Move Proration, where using them twice or more in the same combo will also consume additional "time" off the Hitstun Decay Timer.
Level | Lv 1 | Lv 2 | Lv 3 |
---|---|---|---|
Time Consumed | 120F | 240F | 360F |
Increasing Hitstun
- Crouching Opponent
- Hitting a crouching opponent give an additional 2 frames of hitstun. This means that there are combos that only work on crouching characters, for example, Jin can combo 5C > 6C on crouching characters but not on standing characters.
- Fatal Counter
- Fatal Counters adds 3 frames of hitstun/untechable time to all subsequent attacks in that combo. This allows for combos that would otherwise not work. For example,
- Fatal Counter does not stack, so doing two Fatals in one combo still only adds 3 frames instead of 6.
Valid vs. Invalid Combo
Because characters can delay an ukemi, this leads to the possibility of combos that work only if the opponent did not ukemi. This means that some combos are not "true" combos; the game's HUD differentiates between the two classes of combos by showing the hit counter as red for a valid combo and blue for an invalid combo. The invalid combo HUD also show which hit was invalid.
There are some situations on defense where you intentionally delay an ukemi to avoid a mixup. For example, if you get hit while Arakune is in Curse Mode, you might want to slightly delay your tech and risk an invalid combo instead of blocking a mixup and taking lots of damage!