Random Damage (ST)

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Random Damage Tables

The modifier refers to the amount of damage added to the base damage value of a move, before any scaling occurs.

Memory starts at 0x0E7996, headers are offsets from this value.

[Table 0] 0x000

Modifier -2 -1 +0 +1 +2 +3
Likelihood 3.125% 3.125% 78.125% 6.25% 6.25% 3.125%

[Table 1] 0x020

Modifier -2 -1 +0 +1 +2 +3
Likelihood 3.125% 3.125% 68.75% 9.375% 9.375% 6.25%

[Table 2] 0x040

Modifier -3 -2 -1 +0 +1 +2 +3 +4
Likelihood 3.125% 3.125% 3.125% 46.875% 12.5% 15.625% 6.25% 9.375%

[Table 3] 0x060

Modifier -5 -4 -3 -2 -1 +0 +2 +3 +4 +5 +6
Likelihood 3.125% 3.125% 3.125% 3.125% 3.125% 37.5% 6.25% 9.375% 12.5% 9.375% 9.375%

[Table 4] 0x080

Modifier -5 -4 -3 +0 +4 +5 +6 +7 +8
Likelihood 6.25% 6.25% 3.125% 46.875% 6.25% 6.25% 15.625% 3.125% 6.25%

[Table 5] 0x0A0

Modifier -10 -8 -5 +0 +5 +6 +8 +10
Likelihood 12.5% 3.125% 3.125% 59.375% 3.125% 3.125% 3.125% 12.5%

[Table 6] 0x0C0

Modifier -2 -1 +0 +1 +2 +3 +4
Likelihood 3.125% 3.125% 71.875% 6.25% 6.25% 6.25% 3.125%

[Table 7] 0x0E0

Modifier -2 -1 +0 +1 +2 +3 +4
Likelihood 3.125% 3.125% 59.375% 9.375% 9.375% 9.375% 6.25%

[Table 8] 0x100

Modifier -3 -2 -1 +0 +1 +2 +3 +4 +5 +6
Likelihood 3.125% 3.125% 3.125% 46.875% 9.375% 6.25% 6.25% 6.25% 6.25% 9.375%

[Table 9] 0x120

Modifier -5 -4 -3 -2 -1 +0 +3 +4 +5 +6
Likelihood 3.125% 3.125% 3.125% 3.125% 3.125% 40.625% 6.25% 15.625% 12.5% 9.375%

[Table 10] 0x140

Modifier +6
Likelihood 100%

[Table 11] 0x160

Modifier +13
Likelihood 100%

[Table 12] 0x180

Modifier +21
Likelihood 100%

[Table 13] 0x1A0

Modifier +30
Likelihood 100%

[Table 14] 0x1C0

Modifier +40
Likelihood 100%

[Table 15] 0x1E0

Modifier +51
Likelihood 100%

[Table 16] 0x200

Modifier +64
Likelihood 100%

[Table 17] 0x220

Modifier -8 -6 -4 +0 +4 +6 +8 +10
Likelihood 3.125% 3.125% 6.25% 43.75% 6.25% 6.25% 25% 6.25%