Does hitting more do less damage?

hoduken

New Member
In training, I noticed that Mila's standing P+P does 10 each for 20 total, but her P+P+P does a total of 18. Is this correct? If so, why? Also, Hitomi's P+P+6P+K does 35, but if you only land the K, it still does 35 damage. Does hitting only the last hit do the same damage as the entire combo? This seems counter-intuitive.
 

grap3fruitman

Well-Known Member
Standard Donor
Damage "scales" in this game, like many other fighters. As long as the "combo" number is going up, the damage for each hit is scaling so it's less and less in order to prevent things from doing too much damage. If you're in the training mode, it says somewhere on the screen the percentage that your "combo" damage is current scaling at. It's gets even more complicated with counter and high-counter hits because those start at 125% and 150% damage and then scale down. Hopefully someone else can explain this a lot better than me and also provide some visual aid or something.
 

TRI Mike

Well-Known Member
I think it only scales for juggles though. Strikes in stun and natural combos don't scale...

... I might be wrong though.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
no, once an opponent in critical is hit then each attack is doing 50% its base level.

The "Revision" is what tells you how much of an attack's base damage is being applied when hit.

So the attack that starts critical state is 100% the base damage. Extending the critical stun will do 50% revision to whatever the starting attack's counter blow level (Normal Hit, Counter Hit, Hi-counter hit).

So let's say I start critical with an attack that stuns and does 20 damage. Then I extend with a jab which is typically 10 damage. If an attack will do a fraction, the damage always rounds down. So if the attack does 7.5 or 7.9 then it will round down to 7.

If the initial attack is normal hit:
20 (20*1.00) + 5 (50% of 10*1.00) = 25.
Counter hit:
25 (20*1.25) + 6 (50% of 10*1.25) = 31.
Hi-counter hit:
30 (20*1.50) + 7 (50% of 10*1.50) = 37.
 

hoduken

New Member
So in my original comment up top. Am i reading it wrong then? in the data box is the combo damage not the total dealt damage in a given combo? if so then what i originally said still stands. There are attacks that reduce the total dealt in a combo and attacks that end with blows that deal as much as the whole combo by themselves. Is this correct? or am i missing something?

I should also note that im familiar with damage reduction but thats not exactly what im asking in this thread. I'm asking if damage reduction is reducing the damage below (in effect healing your opponent with mila's third p in her p+p+p.) and whether or not it reduces damage so much, that the final attack in some combos increase the total damage dealt in a combo to the exact amount they would deal by themselves. (I gave an example with hitomi up top.)

So to reiterate once again.

Mila's third P in her PPP decreases the combo's total damage from 20, to 18. is this correct?

Hitomi's P+P+6P+K does 35, but if you only land the K, it still does 35 damage. So the first pp6p doesn't add any damage at all. effective damage reduction could be considered %100 on those first 3 attacks after you have landed the fourth attack.

or am i reading the data in the box wrong?
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
combo damage is not the total dealt damage. It's whatever the game considers a combo.

I presume you're using normal hit.

In the case of Mila's :P::P::P:
The first two hits are a natural combo and do 10 damage each so that's 20.
The third punch does not combo on normal hit from PP so your new current combo is the damage from that third :P: by itself (18). Now, if you initiate critical stun with the first two punches then the third will be counted as a combo due to the critical stun.
 

hoduken

New Member
Hmm interesting. So your saying that Mila's PPPP is not a four hit combo according the the combo damage data box despite it saying combo 4 hit during the game when you do it?

Also, that would mean that hitomi's example i gave above would be in the same boat?

Meaning that mila's PPPP actually does 56 Damage? p for 10, p for 10, p for 18, p for 18 with a critical damage of 28? which, unless im wrong in this total assumption, would allow for another 28 points of damage before knocking the opponent to the ground, correct?

Also meaning that the damage combo box is only telling me total damage for the first two P's, and then an individual damage for the next two? why not add that all together if the damage is not blockable after the first P?

I want to believe, but that would mean that "combo" doesn't have the same definition in DOA as it does in say, SSF4, where a combo is pretty clear cut. Making the training pretty difficult to understand comparably.

So confused with this games damage data. Frame data is making sense, damage data is not.

Thanks for the replies by the way.
 
It's like SS4. If an attack cannot be blocked, it's a combo.

While in training, set the dummy to 'guard' under reaction. If an attack gets blocked it's not a combo.

It may be worth noting; if a player is stunned, connected strikes performed against them will be considered part of a combo. Since you cannot block while stunned, the above statement applies here, also.
 
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