Difference between revisions of "Skullgirls/Mechanics/Health and Damage"
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All and Blockbustermoves cause some amount of chip damage when they are blocked. The amount of chip damage per move is specific to the move, is subject to all normal damage modifiers and scaling, and deals a portion of recoverable damage. Everything that can do chip damage must do a minimum 1 point of damage. prevents the recoverable portion of chip damage, but nothing completely prevents it.
Revision as of 03:53, 9 March 2013
Life and Damage
|worldjem7's comparison chart for all possible team sizes and match ups.|
Selecting team size occurs before choosing characters and can have dramatic effects on gameplay. Picking at least 2 characters allows tagging between characters and techniques that require a teammate such as Ensemble, Co-Star Combos, and Stunt Doubles. Picking a 2 character team will have a total life advantage over a solo character. A 3 character team will always have a total life advantage over a duo or a solo team. In addition to the life advantages from team size the ability to tag out enables an off screen character to heal recoverable damage, allowing an even greater total health advantage to larger teams.
Despite the clear total life disadvantage for smaller teams, a solo character team can still compete. The significant damage boost can lead to devastating, 100% combos on a single character from a smaller team. Newer players may feel more comfortable selecting a single character to avoid the complicated strategy surrounding Ensemble. Experienced players may want to stick with one character if they are true master of that character. Overcoming the wide range of attacks, strategies, and Ensemble that can come from a 2 or 3 character team can be difficult with no ability to tag out from a bad situation.
The exact individual character life and damage differences between solo, duo, and trio teams scale differently depending on the match up. The values do not scale linearly, allowing the consistent timer for all match ups and team size combinations.
After characters take any damage, the red portion of their life bar represents the amount of recoverable damage dealt to that character. All attacks, including chip damage from blocked attacks, deal some portion of recoverable damage. Throws deal 100% recoverable damage. Life recovery begins when a character tags out or is otherwise off screen, starting at 90f after leaving. This recovery is always percentage based, at a rate of .5% per 30f. Team size and the remaining life totals do not effect life recovery in any way.
If a character takes non-recoverable damage for any reason, even if it's a single point of chip damage, life recovery cannot take them back up to 100%.
All Special and Blockbuster moves cause some amount of chip damage when they are blocked. The amount of chip damage per move is specific to the move, is subject to all normal damage modifiers and scaling, and deals a portion of recoverable damage. Everything that can do chip damage must do a minimum 1 point of damage. Pushblock prevents the recoverable portion of chip damage, but nothing completely prevents it.
Attack damage scales down at a compounding 87.5% per hit after the 3rd hit in a combo. Damage scales to a minimum 27.5% for attacks with base damage of 1000 and above and 20% of base damage for hits under 1000 base damage. A will freeze scaling for the duration of the throw, but scale the combo to 50% afterwards for Normal Throws and 55% for command throws. Minimum damage for any hit is 1 point.
Blockbuster Sequels reset damage scaling to 80% at the super flash. attacks have their scaled damage determined from when they hit, even if left on the screen during the additional super flash.
There is no hit stun scaling, gravity scaling, or any other compounding value that will eventually end a combo in Skullgirls. If trapped in a long combo, the defending player can only look to damage scaling and the Infinite Prevention System to ease the pain.