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Can anyone explain a little about Damage scaling system in this game.

SCOTT_WHALE

MikeZ: Stay Super Cool!
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it is clear that damage will scale more with increasing hits. But does the system run? like hit 34,how much does it scal?
And it is also clear that after grabbing,there is huge damage scaling,and how much is that?
Want to drill a little into this system.
i know that supers/skills scale less than normal attack.
and there is minimum damage scaling at supers,right...?

Please tell me more about it.
 
From the srk wiki:

"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. Minimum damage for any hit is always 1 point. A throw will freeze scaling for the duration of the throw, but scale the combo to 50% afterwards for all normal throws and most command throws. Some specific attacks, mostly command throws, scale damage to a set lower value if a combo continues after the attack hits. This forced damage scaling will only occur if the change will lower damage faster than the combo would by default.

Level 3 Blockbusters have minimum damage scaling of 45% and level 5 Blockbusters scale to a 55% minimum, ensuring the attacks deal enough damage to justify their high cost in tension.

Blockbuster Sequels reset damage scaling to 70% at the super flash. Projectile attacks have their scaled damage determined from when they hit, even if left on the screen during the additional super flash.

If an Ensemble attack starts a combo, it sets damage scaling to 66% for the combo. Landing the Ensemble as a counter hit reduces this penalty to 90%."

A calculator tells me after ~13 hits your combo will be as scaled as it's going to get. As mentioned, supers and grabs will always force scaling but some specials will too, depends on the move.
 
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i saw it was 80% too. was there a update or something..?
It got changed to 70% a while back, Wiki was just never updated

what is CH by the way? China..?
Counter
Hit

Don't those crazy Nu-13 style multihit attacks scale your combo faster? R.Fortune and Val have so many of them...
Yes, which is why you don't want to use them early in the combo (or possibly at all), if avoidable
 
val has terrible damage because of her multihit moves, but her combos are very long and give you lots of reset opportunities as far as I'm aware.
 
Nope, a multi hit move countas as a single move unless it can hit multiple times for different reasons (Like throwing chair up with Beo: hitting on the way up and on the way down are different things, since both hit at different times. You can even block one part and get hit by the other). if each HIT of a move pushed the scaling forward, any filia combo would die in her cr.MK


Val's problem is that she has long combos and extended STRINGS. IF i recall it correctly, her light punch can be repeated 3 times, medium kick twice and hard kick 3 times too. This makes combos way longer and with smaller damage spikes

For example: WP-WP-WP-mid-HK-HK-HK, cancel into a super and move on as you please.

The 3 weak punches are fast moves and easy to do reach, but in a combo, only the first 3 hits cause unscaled damage, so you have to calculate if the damage you caused with these 2 extra light punches are superior to what you'll lose with the scaling.


EDIT: I talked shit and Mike corrected me. Ignore everything above

As a noob rule of thumb, always try to use the strongest non-super moves possible as early as you can and use the light ones as a mean to reach the strong moves faster and as often as you can.

You can pull a gigantic combo in a match, but the extra damage is negligible and you'll give tons of meter to your opponent.
 
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Nope, a multi hit move countas as a single move unless it can hit multiple times for different reasons (Like throwing chair up with Beo: hitting on the way up and on the way down are different things, since both hit at different times. You can even block one part and get hit by the other). if each HIT of a move pushed the scaling forward, any filia combo would die in her cr.MK
No, that's SF4 (and VERY few other games!), SG is just based on hits.
Starting a punish with s.LPx3->c.MK->c.HP instead of just c.HP will remove something like 1500 damage from your combo.
So yes, Filia's c.MK scales a bunch in return for allowing you easy confirms.

BTW, if you want to test damage scaling on a given hit number, pick a move that does 1000 damage like Filia s.HP, and combo into it. Presto, the resulting damage number is the damage scaling at that hit. :^)
 
I might be reading it wrong but in columns I-M, which i assume is an example combo, it scales down below minimum scaling?

The way the formulas are set up, it takes into account the minimum scaling floor and doesn't actually go lower than that.