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Out of curiosity...

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Out of curiosity...

Post by DaRk-XyStEr on Sun Mar 14, 2010 1:00 am

in a match, about how much damage do you all actually get per combo? I'm not at my comp, and won't have net for a while, and I wanna see around what level I'm at. O.o

Thanks in advance? xD
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Re: Out of curiosity...

Post by lordantonius on Sun Mar 14, 2010 1:22 am

well i if u do a lot of infinite's in the combo the damage is caped at 2000 after that hits do 1 hit point, so it really depends on a super move that ends the combo. i maybe wrong im typing this off the top of my head.
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Re: Out of curiosity...

Post by Thalès76 on Sun Mar 14, 2010 2:44 am

Depends with which characters, with Teen Gohan recently i've done a 2500dmg, Baby 1600dmg and Vegeta IW 2000dmg, approximatevely.

But once with Teen Gohan and his SDS infinite I did a 7000dmg again not the exact same number but close to it. Any characters like Goku Adult Gohan and such with DP infinite can do huge dmg.

And Lord, in BL at least it does 1dmg per hit after 34 hits, it's not about damage.
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Re: Out of curiosity...

Post by THTB on Sun Mar 14, 2010 2:15 pm

I've gotten max damage before when I did play.

It's hard to set up vs players who can actually defend, but the Gokus, Bardock, and Gohan are extremely capable of it due to their DM infs.

On average, though, 1000-2000 is the usual range I saw.

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Re: Out of curiosity...

Post by DaRk-XyStEr on Sun Mar 14, 2010 2:20 pm

K, so I'm guessing 1.5K is the average against a person who can defend?
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Re: Out of curiosity...

Post by KingDiamond on Wed Mar 17, 2010 3:06 am

Thats probly about right.
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Re: Out of curiosity...

Post by THTB on Wed Mar 17, 2010 3:57 pm

Yeah, about that range. At least for 2.5 bar combos.

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Re: Out of curiosity...

Post by TrollCapAmerica on Wed Mar 17, 2010 7:22 pm

DaRk-XyStEr wrote:K, so I'm guessing 1.5K is the average against a person who can defend?

The way the game works sooner or later your going to be caught in a combo and not able to TC out.Theres no question about it offense is stronger than defense and you are going to guess wrong sooner or later and get walloped

Thanks to the changes in where you can insert DMs shortened combos with good damage are even more possible than ever.In B3 we usually stopped at 2.5 but since we can use a DM anytime we can afford to wait until the last second before they get 3 bars.

Now its really character specific and the average damage is actually lower than in B3 hit for hit.Most characters can do 12-1500 with a 2 bar combo some guys like Shenron Super Buu or Gohan will average 15-2000.Fatigue tends to push damage up for everyone another 500 points or so on averages depending on things like character recovery time ki costs taunt speed DM infinites etc

lordantonius wrote:well i if u do a lot of infinite's in the combo
the damage is caped at 2000 after that hits do 1 hit point, so it
really depends on a super move that ends the combo. i maybe wrong im
typing this off the top of my head.

Little correction ahead.Damage is not capped at 2K.Damage buffering is hit count dependent starting at 3 hits and taking a huge leap in reduction at 20.Fatigue happens when a character has taken 2K damage total not counting extra fatigue from teleporting.
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Re: Out of curiosity...

Post by DaRk-XyStEr on Wed Mar 17, 2010 7:40 pm

Alrighties, thanks for all the help.

Also, is there anywhere where I can find information dealing with data in the game? I didnt really look but I dont remember if there was a record feature in the game so it's a little difficult for me to find out how certain things work in his game. I've played quite a few fighters so I can sorta guess what I'm looking for but without a small cheat sheet/willing friend it'll take a lot longer than I want it to.

I want to know:

1. If you are fatigued and comboed, can you TC?
2. Is there a collection of frame data and things for characters *probably too much DLoop forums on my part xD*
3. What exactly is the damage scaling used in this game. I know WHAT Damage scaling in in general, but how does it work in this game, if there is any?
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Re: Out of curiosity...

Post by TrollCapAmerica on Wed Mar 17, 2010 7:57 pm

DaRk-XyStEr wrote:Alrighties, thanks for all the help.

Also, is there anywhere where I can find information dealing with data in the game? I didnt really look but I dont remember if there was a record feature in the game so it's a little difficult for me to find out how certain things work in his game. I've played quite a few fighters so I can sorta guess what I'm looking for but without a small cheat sheet/willing friend it'll take a lot longer than I want it to.

I want to know:

1. If you are fatigued and comboed, can you TC?
2. Is there a collection of frame data and things for characters *probably too much DLoop forums on my part xD*
3. What exactly is the damage scaling used in this game. I know WHAT Damage scaling in in general, but how does it work in this game, if there is any?


1.Ive got a post covering this in another section.Basically as soon as fatigue fills you instantly drop to the ground and cant do anything with your character until the fatigued state ends.Your falling speed and reaction to hits changes a little but generally you fall faster making juggles harder and the instant you touch the ground you are rendered invulnerable and get up in a fatigued state.You can get out of it by mashing and spinning the sticks but it still lasts quite a while.Fatigued state breaks the instant the character shakes their head[Indicated by the time expiring and helped by mashing] or you get hit

2 Back in the old Days Escabuu went through the trouble to collect that kinda thing for B3 along with range and relative speed of characters starters.Now years later we just havent sat down and DONE it again.We could and probably should look into it but we havent REALLY found it necessary.We are a little fortunate that the frame data isnt as radically important as in say Street Fighter.Still wish somebody had the time to just DO ti though

3 Sori has a chart for damage buffering in the SB section.Basically at 3 hits it starts cutting a fraction of the damage attacks cause off.Since hits dont REALLY cause alot of damage in this game it usually starts teetering down to 1 damage a hit around 20 hit mark.Death moves and Real time ultimates are not subject to damage buffering as well as cutscene ultimates NOT connected off heavy slams transformation stun or fatigue
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Re: Out of curiosity...

Post by DaRk-XyStEr on Wed Mar 17, 2010 8:11 pm

Alright cool, thanks TrollCapAmerica
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Re: Out of curiosity...

Post by lordantonius on Thu Mar 18, 2010 3:03 am

TrollCapAmerica wrote:Little correction ahead.Damage is not capped at 2K.Damage buffering is hit count dependent starting at 3 hits and taking a huge leap in reduction at 20.Fatigue happens when a character has taken 2K damage total not counting extra fatigue from teleporting.

See i knew i was wrong meant this:

TrollCapAmerica wrote:Since hits dont REALLY cause alot of damage in this game it usually
starts teetering down to 1 damage

Well i tried to be helpful lol
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Re: Out of curiosity...

Post by TrollCapAmerica on Thu Mar 18, 2010 5:18 pm

lordantonius wrote:
TrollCapAmerica wrote:Little correction ahead.Damage is not capped at 2K.Damage buffering is hit count dependent starting at 3 hits and taking a huge leap in reduction at 20.Fatigue happens when a character has taken 2K damage total not counting extra fatigue from teleporting.

See i knew i was wrong meant this:

TrollCapAmerica wrote:Since hits dont REALLY cause alot of damage in this game it usually
starts teetering down to 1 damage

Well i tried to be helpful lol

Aye that you did no harm no foul
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Re: Out of curiosity...

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