SF4 Damage Scaling Breakdown
Posted: Fri Oct 23, 2009 10:29 am
SF4's damage reduction scale works as follows:
100% damage for the first two "moves" of a combo
80% damage for the third move of a combo
70% damage for the fourth move of a combo
60% damage for the fifth move of a combo
50% damage for the sixth move of a combo
40% damage for the seventh move of a combo
30% damage for the eighth move of a combo
20% damage for the ninth move of a combo
10% damage for the tenth move of a combo and every hit thereafter
Multi-hit attacks count as a single increment on the reduction scale. There are a few exceptions, such as Bison's j.MP and Abel's rekkas. Ultras and Focus Attacks incremement twice, so FA x3 + ultra brings the ultra down to 30% damage because it registers as the eighth move instead of the fourth.
An additional modifier is applied based on the opponent's lifebar percentage immediately before the attack connects.
95% damage if they're already below 50% vitality
90% damage if they're already below 25% vitality
75% damage if they're already below 15% vitality
That means if you have an attack which can deal 16.5% damage at 90% scaling, it will kill them if it connects when they're at 16% life but not if they're at 14% life. And obviously this means the same combo will show a higher total number against Zangief than against Seth since Seth's lifebar-based reduction kicks in much sooner.
Counterhits reward a 25% damage bonus for the first hit only - not the entire first move.
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Here's a thought; what say we assess how much damage combos in SF4 do using Garou MotW's damage scaling?
This site-
http://homepage3.nifty.com/gore/mow/damage.html
Shows that at the 17th hit, every attack will do 50% damage. So...
1st hit= 100% damage
2nd hit= 90% damage
3rd & 4th hit= 80% damage
5th-16th hit= 70% damage
17th hit and onwards= 50% damage
Do you think this would allow characters with long combos to do big damage?
100% damage for the first two "moves" of a combo
80% damage for the third move of a combo
70% damage for the fourth move of a combo
60% damage for the fifth move of a combo
50% damage for the sixth move of a combo
40% damage for the seventh move of a combo
30% damage for the eighth move of a combo
20% damage for the ninth move of a combo
10% damage for the tenth move of a combo and every hit thereafter
Multi-hit attacks count as a single increment on the reduction scale. There are a few exceptions, such as Bison's j.MP and Abel's rekkas. Ultras and Focus Attacks incremement twice, so FA x3 + ultra brings the ultra down to 30% damage because it registers as the eighth move instead of the fourth.
An additional modifier is applied based on the opponent's lifebar percentage immediately before the attack connects.
95% damage if they're already below 50% vitality
90% damage if they're already below 25% vitality
75% damage if they're already below 15% vitality
That means if you have an attack which can deal 16.5% damage at 90% scaling, it will kill them if it connects when they're at 16% life but not if they're at 14% life. And obviously this means the same combo will show a higher total number against Zangief than against Seth since Seth's lifebar-based reduction kicks in much sooner.
Counterhits reward a 25% damage bonus for the first hit only - not the entire first move.
____________________
Here's a thought; what say we assess how much damage combos in SF4 do using Garou MotW's damage scaling?
This site-
http://homepage3.nifty.com/gore/mow/damage.html
Shows that at the 17th hit, every attack will do 50% damage. So...
1st hit= 100% damage
2nd hit= 90% damage
3rd & 4th hit= 80% damage
5th-16th hit= 70% damage
17th hit and onwards= 50% damage
Do you think this would allow characters with long combos to do big damage?