User:Shtkn/sandbox4

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Revision as of 06:39, 12 October 2023 by Shtkn (talk | contribs) (copying over DBFZ damage page + health)

Health

Every character has 10,000 health.

Recoverable Health

The blue part will slowly recover if they tag out and rest

When characters take damage, a percentage of that damage can be healed if they are able to tag out (colloquially called blue health). Tagging back in or getting forced back in removes any recoverable health the character has, so players will need to decide if tagging in a character is worth the potential health lost.

The amount of recoverable health depends on the context:

Context % Recoverable
All damage dealt to Z Assists 100%
Combos that start with reversal-type attacks Attacks with invulnerability, guardpoint, or armored from frame 1.
Doesn't apply to attacks that have frame 1 invulnerability only against head attribute, guardpoint against Ki Blast, or frame 1 invulnerable attacks that are follow-up specials.
100%
Damage dealt by other types of attacks 40%
Damage dealt during Limit-Breaking Power 30%
Damage dealt during Sparking! 20%
Damage dealt during both Limit-Breaking Power and Sparking! 10%
Damage dealt by Powered-Up Special Moves 0%

Characters tagged out and not on cooldown regain health at the rate of 3.17 health/frame (190.2/s). During Sparking! the point character regains health at a variable rate determined by the amount of recoverable health.

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. Each attack has an Initial Proration value and how many "steps" it proceeds down the scaling table.

Step Count Proration
Step Count 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17+
Next Hit 0% 10% 20% 30% 40% 50% 60% 70% 70% 70% 70% 75% 75% 75% 80% 80% 80% 85%

The first hit of the combo will always do 100% damage, and unless stated otherwise, all attacks have a minimum damage of 10%. To determine how much damage the second hit onwards in a combo will deal, there is a formula:

If (Base Damage) × (Initial Proration - Step Count Proration) × (Damage Boost) > (Minimum Damage)

     Current Damage = (Base Damage) × (Initial Proration - Step Count Proration) × (Damage Boost) × (Damage Reduction)

else

     Current Damage = (Minimum Damage) × (Damage Reduction)

For example, most 5Ms have Initial Proration value of 100% and increments scaling by 1 step (100%+1), this means that the next attack will do 90% of its base damage. Similarly, most 5Ls' Initial Proration value is 90% and increments scaling by 1 step (90%+1), so the next attack will do 80% damage.

Here's how the scaling table looks like for all Initial Prorations from 100% to 50%:

Step Count 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17+
100% 100% 90% 80% 70% 60% 50% 40% 30% 30% 30% 30% 25% 25% 25% 20% 20% 20% 15%
90% 90% 80% 70% 60% 50% 40% 30% 20% 20% 20% 20% 15% 15% 15% 10% 10% 10% 10%
80% 80% 70% 60% 50% 40% 30% 20% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10%
70% 70% 60% 50% 40% 30% 20% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10%
60% 60% 50% 40% 30% 20% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10%
50% 50% 40% 30% 20% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10% 10%

Notice that at 100% Initial Proration, the table benefits the most from damage scaling and damage also never goes below 15%. Thus moves with 100%+1 or even 100%+0 proration are the best combo starters.

Here's an example to get the hang of combo scaling: Start with Android 16's

M Dynamite Driver
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, cancel into

M Flying Powerbomb
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, then Vanish and finally Super Dash.

Order Move Base Damage Proration
1 Smash 236M 1800 80%+0
2 Non-Smash 214M 700 80%+2
3 Vanish 850 100%+5
4 Super Dash 300 90%+1
  • The first hit of the combo always does 100% damage: 1800, and it'll set the Initial Proration of the combo to 80%
  • Since the first attack is +0, the second attack stays at 80% damage: 700 × 0.8 = 560
  • The third attack goes 2 steps down to 60%: 850 × 0.6 = 510
  • The fourth attack goes 5 steps down to 10%: 300 × 0.1 = 30. After this point, all attacks will do 10% damage, unless they have unique Minimum Damage
  • Thus the total damage of this sequence up till the fourth attack is: 1800 + 560 + 510 + 30 = 2900

Multi-Hit Attacks

Depending on the move, each part of the attack can apply scaling individually or together as one hit. For example, Goku (Super Saiyan)'s

Kamehameha
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has 5 hits with each doing 262 damage and a proration value of 90%+1. If all 5 hits connect, it will do 262 + 262 × 0.8 × 4 damage, and the next attack will also do 80% damage.

On Dustloop Wiki, we denote the scaling for Kamehameha as 90%+1 (Once), or 90%+1×5 (Once) to be more precise.

Damage Boosts

There are 6 sources of damage boost in the game: Sparking!, Limit-Breaking Power, Android 21 (Lab Coat)'s

Photon Pulse
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, Broly (DBS)'s

Gigantic Roar
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, Frieza's

Golden Frieza
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, Gohan (Adult)'s

Potential Unleash
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. These buffs stack as follow:

Damage Modifiers
Character Boost Normal With Sparking! or
Limit-Breaking Power
With Both
None 100% 120% 130%
Photon Pulse 121% 145.2% 157.3%
Gigantic Roar 115% 135% 145%
Golden Frieza 120% 130% 140%
Adult Gohan Lv.2 102% 122% 132%
Adult Gohan Lv.3 104% 124% 134%
Adult Gohan Lv.4 106% 126% 136%
Adult Gohan Lv.5 108% 128% 138%
Adult Gohan Lv.6 110% 130% 140%

Only applies to Android 21 (Lab Coat)'s Special Moves and damage she deals as an Assist.

Damage Reduction

There are 2 sources of damage reduction in the game: Super Scaling and Android 21 (Lab Coat)'s

Photon Pulse
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. These debuffs stack multiplicatively:

Damage Modifiers
Normal Super Scale Photon Pulse Both
100% 40% 79% 31.6%

Without any damage debuffs, all attacks with damage higher than 0 cannot drop below 1 damage. With debuffs, attacks can be scaled to 0 damage.

Super Scaling

Landing a hit with a Super or Meteor Attack will mark the combo with Super Scaling. Once the current point character returns to neutral state, the rest of the combo will suffer a 40% damage multiplier.

Certain Super/Meteor Attacks do not have this property, allowing you to freely combo afterward with normal damage output. One caveat is that if Super Scaling has already been marked before these attacks, follow-ups will still suffer reduced damage once the point character has fully recovered. Example: Vegeta (Super Saiyan) hits with

Big Bang Attack
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(has Super Scaling), then Ultimate Z Change into Nappa's

Break Cannon
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(when held, does not have Super Scaling), after Nappa returns to neutral state, the rest of the combo will do 40% damage.

Full list of Supers/Meteors without Super Scaling property is as follows:

  • Broly's H+S Gigantic Meteor
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  • Broly (DBS)'s second part of Meteor Shower
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  • Frieza's Sorbet's Ray Gun
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  • Goku (GT)'s Super Ultra Spirit Bomb
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  • Gotenks' H+S Super Ghost Kamikaze Attack
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  • Kefla's Gigantic Ray
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  • Krillin's second part of Scattering Energy Wave
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  • Nappa's Break Cannon (Hold)
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  • Piccolo's Hellzone Grenade
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  • Smash! version of Vegeta (SSGSS)'s Niagara Pummel (Hold)
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  • Smash! version of Videl's Rainbow Storm
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    . However, Non-Smash! version will Super Scale the combo immediately after the last active frame, rather than when she returns to neutral state.
  • Yamcha's Spirit Ball
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    itself has Super Scaling property. However after landing Spirit Ball, if Yamcha stays as the point character and no attacks in the combo has dealt Super Scaled damage, then his Meteor Attack: Ultimate Wolf Fang Fist
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    will be unaffected by Super Scaling. This allows him to link Spirit Ball directly into Ultimate Wolf Fang Fist and get full damage, even though Yamcha has entered neutral state and can even perform other actions between the two attacks.
  • Zamasu (Fused)'s Blades of Judgment
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Other Damage

Chip Damage

When blocking specials and supers a very small percentage of the attack's base damage will be dealt in the form of recoverable health. This is colloquially known as chip damage (i.e. chipping away an the opponent's health). Some attacks do a significant amount of chip damage, like Krillin's Destructo Disc.

Normals and regular Ki blasts do not perform chip damage.

A character will not die from chip damage.

Combo System

The combo system in Dragon Ball FighterZ is very freeform, however there are a few rules that limit things.

Moves that cause the camera to briefly change angles and zoom in are considered to have the Smash! property, which puts the opponent in an extended hitstun state compared to normal. These often cause a special hit property, such as launching, wall bouncing or sliding the opponent, although this is not always the case.

Attacks that can trigger Smash! property do not trigger these effects at all times, as certain circumstances can prevent the camera change and the effect from taking place. Typically, each combo can only have one Smash!, with the following exceptions:

  • The third hit of the L Super Combo (5LLL) will always Smash!
  • A Smash! that ground slides will still do so following any other type of Smash! and vice versa
    • This is not the case of Dynamic!, which prohibits any further Smash! except Vanish and the guaranteed Smash! on 5LLL
  • Vanish can be used for an additional wall bounce, however any further Vanishes will not wall bounce
  • j.H will ground slide only if used after an attack with launching Smash! property (most 5LLLs, 2H, most j.2Hs, raw Dragon Rush and more) within the same combo
    • Android 16 and Gogeta (SSGSS)'s j.H wall bounces on Smash!
    • Broly's j.H captures into launch on Smash!
    • Piccolo, Yamcha, Android 21, Vegito and Goku (GT)'s j.H cause blowback and have no Smash! property
    • Super Baby 2's j.H uniquely sends upwards with no Smash! property

Hitstun Decay

As a combo goes on, the amount of hitstun each attack deals is reduced as it reaches certain time thresholds. Hitstun decay (for a grounded opponent) and untechable decay (for an airborne opponent) are determined by the amount of time that has passed in the combo.

Certain moves ignore this decay, such as most throws and Super/Meteor Attacks.


Hitstun Decay vs. Time
Combo Duration 150F~ 270F~ 390F~ 510F~
Hitstun Decay -5F -10F -15F Reduced to 0F
Untechable Time Decay vs. Time
Combo Duration 420F~ 540F~ 660F~ 780F~
Untechable Time Decay -5F -10F -15F Reduced to 0F


Hit Effects

Ground Hit
When a character is hit standing or crouching they suffer hitstun. When ground hitstun finishes, you will be returned to your previous state (i.e. standing or crouching). Ground hitstun is divided into standing and crouching hitstun: standing hitstun is easier to hit for attacks with high hitboxes (note: the animation differs slightly depending on whether you get in the upper or lower half of your hitbox); crouching hitstun has a shorter hitbox, but lasts 2 frames longer than standing hitstun.
Furthermore, some attacks have unique properties that force an opponent into a specific type of hitstun. For example, Noel's 6B forces the opponent into crouching hitstun on ground hit. The first 3 hits of Jin's 22C forces the opponent into standing hitstun on ground hit.
Air Hit (Untechable State)
Naturally enough, air hit is a hit state when hit while airborne. The main difference from ground hits is that recovery is not automatic - characters need to recover, or "tech" out, after the attack's untechable window passes. If you don't tech out, the opponent will be able to combo you and create an "invalid combo".
Falling to the ground without recovering will end the air hit and characters can emergency tech or roll.
Forcing air state and ground state
Many attacks force the airborne state in some way or another, meaning they behave the same regardless of whether they hit someone grounded or airborne.
The frame data will write "Launch" to denote moves that forces air state.
Rarely some attacks will do the opposite and force an airborne opponent into standing state. These usually are used by attacks that go into a throw-like animation on hit.
Knockback force and direction
Most grounded hits push the opponent away slightly, and most air hits push the opponent away and upwards slightly. However various moves add other types of forces instead.
In a general sense, any move can be programmed to give more, less, or even negative knockback effects (where they're hit towards you instead of away, or downwards instead of upwards).
These can change based on if the hit was grounded, airborne or counterhit, with the latter usually exaggerating knockback effects. For example, Tager's j.B move behaves in the normal way for all grounded hits and normal air hits, but air counterhits launch his opponent downwards with considerable speed and ground bounces.
Bounce Effects
There are various types of bounce effects: floorbounce, wallbounce, and cornerbounce.
  • Floorbounce is a hitstate where characters get hit into the ground and then bounce, floating up into the air. The height bounced varies by move and can also vary based on starting height.
  • Wallbounce occurs after you're blown back into and then rebound off of the edge of the visible part of the battlefield. Full wallbounce rebounds the player back out to approximately the same place they started when they were hit.
  • Wallbound is similar to wallbounce, with the exception that instead of bouncing all of the way back out, they drop in place after hitting the wall, usually meaning followups are only possible if you were already in the corner.
  • Wallstick, similar to wallbound, with the exception that the character is stuck to the wall for a short while before falling down, allowing more time for followups.
  • Cornerbounce is when the character is blown back into and then rebound off of the corner of the field.
In all cases, bouncing in this way resets the untechable time for that move.
Crumple
Crumple is a hitstate where the character struggles to keep standing and eventually falls to the ground.
Attacks that can crumple have two additional values: Crumple Duration and Crumple Fall
  • Crumple Duration is the amount of time until they can recover. This value decays with hitstun decay and increases with Fatal Counter, but there are some attacks which have fixed Crumple Duration.
  • Crumple Fall is the amount of time until they fall to the ground and enter Hard Knockdown state with default duration 10F.
Most attacks allow the defender to recover before Crumple Fall, but some attacks have enough Crumple Time to guarantee a Crumple Fall. Counter Hits increase both the Crumple Duration and the Crumple Fall, see the Attack Level table for details.
Spin Fall
Spin Fall is a hitstate where the character spins in place before falling to the ground.
The duration of the Spin animation is equal to the standing hitstun of the attack, and the Fall animation is 16F.
Spin time decays with hitstun decay, but the fall is unaffected.
Ground Slide
Slide is a hitstate where the character is slammed into the ground and then slides along it.
Each attack that inflicts slide state also has a slide duration until knockdown. Characters can Emergency Tech if the untechable time ends mid-slide, but if the character slides for the full duration, they will transition to a Hard Knockdown State.
The maximum slide duration is listed in the Frame Data notes for each attack and the Hard Knockdown transition takes 9F, and if not specified in the Frame Data, the Hard Knockdown lasts for 10F.
Hard Knockdown
A knockdown that disables Emergency Teching and ground rolling. Hard Knockdowns can be combined with standard air hits, Cumples, Slides, and more.
A Hard Knockdown from the air also includes a untechable mini-ground bounce (usually 13F). Crumples, Slides, and Spin Falls have their own unique transition animations.
Hard Knockdowns do not decay with hitstun decay - it is constant.
Freeze
Freeze is a unique hitstate - characters are encased in ice, and are in hitstun for a fixed amount of time (called the Freeze Duration).
After the Freeze Duration, characters automatically recover. If frozen in mid-air and land while frozen, you will then be treated as standing. This allows for air combos that go to freezing, to a standing combo or a high/low mixup.

Moves that can freeze have two additional values: Freeze Count and Freeze Duration

  • Freeze Count is the limit of when an attack can trigger the freeze effect in a combo. Most freeze moves have Freeze Count 1, so they can only be the first Freeze in a combo, else they just do regular hitstun. Certain attacks have higer Freeze Counts, for example Jin's EX Specials (214D, 236D, 623D, etc.) have very high Freeze Counts (10) effectively ignoring the Freeze Count limit.
  • Freeze Duration Determines how long the opponent will be frozen in place after being hit by a move that freezes. Freeze Duration is not affected by hitstun decay or bonus hitstun from a Fatal Counter starter; in other words, Freeze Duration is always the same.
Additional Freeze Details
  • If an attack hits the attacker while the defender is frozen, the defender will recover from the freeze immediately.
  • Freeze immediately ends if the defender is hit by a non-freezing attack.

Invalid Combos and Resets

A valid combo versus an invalid combo. The number turns blue when the combo could have been escaped

Because characters can delay their recovery, this leads to the possibility of combos that work only if the opponent chose to not recovery. 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.

Invalid combos still behave the same as normal combos for the purposes of damage scaling, hitstun reduction, etc.

Sometimes player on defense will intentionally delay air recovery to avoid a mixup or a reset. For example, players often avoid air recovery while Android 16's Dynamite Driver is active because air recovering will let Android 16 hit the opponent with an unblockable air throw and start a new combo! Delaying air recovery is a low risk tactic since a few extra hits at the end of an already long, heavily scaled combo are unlikely to actually add much more damage.

Navigation

DBFZ/Navigation