Marvel vs Capcom 3/Combo Limiters/Damage Scaling: Difference between revisions

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          30,000 x 0.5 x .75 ^ (3 - 1) = 15,000 x .75 ^ 2 = 15,000 * .5625 = 8437.5 ≈ 8400
          30,000 x 0.5 x .75 ^ (3 - 1) = 15,000 x .75 ^ 2 = 15,000 * .5625 = 8437.5 ≈ 8400
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And so on and so forth.  So do understand that combos you perform after Throws will do far less damage than combos performed outside of a Throw, but oftentimes, despite the damage scaling, it's still worth it to use Hyper Meter for combos after a Throw because damage is damage, and Hyper Combos are scaled the least out of all attacks.  If you can get 400,000 damage off of a Throw at the cost of, say, only one Level of Hyper Meter, that is completely worth it.  Also, from a practical standpoint, using X-Factor to increase damage after Throws in combos has a bigger net damage increase than using it elsewhere.
And so on and so forth.  So do understand that combos you perform after Throws will do far less damage than combos performed outside of a Throw, but oftentimes, despite the damage scaling, it's still worth it to use Hyper Meter for combos after a Throw because damage is damage, and Hyper Combos are scaled the least out of all attacks.  If you can get 400,000 damage off of a Throw at the cost of, say, only one Level of Hyper Meter, that is completely worth it.  
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== Minimum Damage Scaling ==
== Minimum Damage Scaling ==
From the research done, at first it was believed that all move categories had a minimum amount of damage scaling that could be applied to them.  It was originally believed that Light Attacks, Medium Attacks, and Hard Attacks could only scale to a minimum of 10%, Special Moves could scale to a minimum of 20%, and Hyper Combos could scale to a minimum of 40%.  However, recent findings may show that these numbers hold true ''for certain characters only''.  In other words, it's starting to seem as if the minimum amount is entirely ''character dependent''.  Recently, it's been noticed that some characters have their minimum scaling on their Normal Moves kick in at 20%, not 10%!  So more research will be done in the coming weeks to figure out if this holds true and, if so, an attempt will be made to have all the minimum values for each character listed here.
From the research done, at first it was believed that all move categories had a minimum amount of damage scaling that could be applied to them.  It was originally believed that Light Attacks, Medium Attacks, and Hard Attacks could only scale to a minimum of 10%, Special Moves could scale to a minimum of 20%, and Hyper Combos could scale to a minimum of 40%.  However, recent findings may show that these numbers hold true ''for certain characters only''.  In other words, it's starting to seem as if the minimum amount is entirely ''character dependent''.  Recently, it's been noticed that some characters have their minimum scaling on their Normal Moves kick in at 20%, not 10%!  So more research will be done in the coming weeks to figure out if this holds true and, if so, an attempt will be made to have all the minimum values for each character listed here.
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Also worth noting is that activating X-Factor causes the Damage Scaling cap to increase by a significant amount.  Some characters tested capped out at 60% being the lowest a move's damage could be!  But other characters, once again, seemed to have different caps during X-Factor.  Again, more research will have to be done to find out if this is correct or not.
Also worth noting is that activating X-Factor causes the Damage Scaling cap to increase by a significant amount.  Some characters tested capped out at 60% being the lowest a move's damage could be!  But other characters, once again, seemed to have different caps during X-Factor.  Again, more research will have to be done to find out if this is correct or not.

Revision as of 07:05, 23 February 2011

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Damage Scaling

As combos go on longer and longer, moves start to do less and less damage. A move that has the base damage of 100,000 could easily only be doing only 30,000 damage when connecting late in a combo. This has been a system put in place in Fighting Games for decades to prevent combos from being overpowered and K.O.'ing people too quickly, but the systems used have always been extremely varied and, in some cases, extremely complex. Understanding Damage Scaling oftentimes can help you figure out what the best combo to maximize damage is.

The Damage Scaling in Marvel Vs. Capcom 3 is very straight forward and purely mathematical, so fortunately it's actually not too difficult to explain. The one interesting concept is that different moves scale differently depending on what "category" they fall into. There are actually 5 different category of moves in the game:

  • Light Attacks
  • Medium Attacks
  • Hard Attacks
  • Special Moves
  • Hyper Combos


As you can see, even the categories are pretty straight forward and pretty self-explanatory. The first three categories cover all Normal Moves that are executed via the respective buttons. All Special Moves fall into the Special Move category and all Hyper Combos fall into the Hyper Combo category. The only questionable moves are Launchers and Special Attacks when performed in the air. Special Attacks in the air qualify in the Hard Attacks category and Launchers qualify in the Special Moves category.

Once you you know which category the move falls into, it's just a math formula to determine the Damage Scaling. Damage Scaling in Marvel Vs. Capcom 3 is entirely based on the Combometer and what hit in the combo you are at. So Damage Scaling kicks in immediately from the 2nd hit onwards.

Here are the formulas:

Category
Formula
Light Attacks
Base Damage x 0.75 ^ (Hit Count - 1)
Medium Attacks
Base Damage x 0.80 ^ (Hit Count - 1)
Hard Attacks
Base Damage x 0.85 ^ (Hit Count - 1)
Special Moves
Base Damage x 0.90 ^ (Hit Count - 1)
Hyper Combos
Base Damage x 0.98 ^ (Hit Count - 1)

Note: '^' = to the power of

So you can see that the different categories all follow the same formula, they just have different damage modifiers. Light Attacks scale much quicker with a modifier of 75% and Hyper Combos scale very slowly with a modifier of only 98%. Also it should be noted that all damage gets rounded down to the lower number that ends in two zeros. But let's see how that works with some solid numbers, shall we?

If a Light Attack does 30,000 base damage, it will do 30,000 as the first hit of the combo. That's a given. If a Light Attack connects as the second hit of the combo, however, then we get:

          30,000 x .75 ^ (2 - 1) = 30,000 x .75 ^ 1 = 30,000 x .75 = 22,500

If it connects as the third hit of the combo, then we get:

          30,000 x .75 ^ (3 - 1) = 30,000 x .75 ^ 2 = 30,000 x .5625 = 16875 ≈ 16800

If it connects as the fifth hit in the combo, we get:

          30,000 x .75 ^ (5 - 1) = 30,000 x .75 ^ 4 = 30,000 x 0.31640625 = 9492 ≈ 9400

Because the modifier is exponential, you can see how the lower modifiers cause more pronounced damage scaling while the higher modifiers will cause much slower scaling. But the formula holds true for every hit for every category. So using lots of Light Attacks in your combos will rob you of a lot of damage and you're better off using as many Medium and Hard Attacks as possible. And you can see why, now, ending long combos with Hyper Combos still do a decent amount of damage. By the 20th hit of a combo, the modifier of a Hyper Combo will only be about 68% of the base damage whereas, for a Hard Attack, it would already be at about 13.5% of the base damage.

Throws and Damage Scaling

Throws are a very powerful way to start combos in Marvel Vs. Capcom 3 and just about any Throw in this game can lead to a pretty devastating combo. However, this seemed to be something understood and, as a result, it seems the developers felt it necessary to really curb the damage of combos that occur after a Throw.

Damage Scaling kicks in hard and strong after any Throw in this game. Throws scale all following damage by 50% in addition to the normal scaling. So the second hit in a combo that starts with a throw will be scaled, depending on which category it falls under, to:

  • Light Attacks: 37.5%
  • Medium Attacks: 40%
  • Hard Attacks: 42.5%
  • Special Moves: 45%
  • Hyper Combos: 49%


After that, however, everything else behaves as before as each hit decreases the amount only by the modifier amount. So if you want exact mathematical formulas on how much damage a move does after a Throw, here you go:

Category
Formula
Light Attacks
Base Damage x 0.5 x 0.75 ^ (Hit Count - 1)
Medium Attacks
Base Damage x 0.5 x 0.80 ^ (Hit Count - 1)
Hard Attacks
Base Damage x 0.5 x 0.85 ^ (Hit Count - 1)
Special Moves
Base Damage x 0.5 x 0.90 ^ (Hit Count - 1)
Hyper Combos
Base Damage x 0.5 x 0.98 ^ (Hit Count - 1)


So in the example above, with the move that does 30,000 damage, what you'll see is that, as the first hit after a Throw, it would do:

          30,000 x .5 x .75 ^ (2 - 1) = 15,000 x .75 ^ 1 = 15,000 x .75 = 11250 ≈ 11200

As the third hit of the combo, it would do:

          30,000 x 0.5 x .75 ^ (3 - 1) = 15,000 x .75 ^ 2 = 15,000 * .5625 = 8437.5 ≈ 8400

And so on and so forth. So do understand that combos you perform after Throws will do far less damage than combos performed outside of a Throw, but oftentimes, despite the damage scaling, it's still worth it to use Hyper Meter for combos after a Throw because damage is damage, and Hyper Combos are scaled the least out of all attacks. If you can get 400,000 damage off of a Throw at the cost of, say, only one Level of Hyper Meter, that is completely worth it.

Minimum Damage Scaling

From the research done, at first it was believed that all move categories had a minimum amount of damage scaling that could be applied to them. It was originally believed that Light Attacks, Medium Attacks, and Hard Attacks could only scale to a minimum of 10%, Special Moves could scale to a minimum of 20%, and Hyper Combos could scale to a minimum of 40%. However, recent findings may show that these numbers hold true for certain characters only. In other words, it's starting to seem as if the minimum amount is entirely character dependent. Recently, it's been noticed that some characters have their minimum scaling on their Normal Moves kick in at 20%, not 10%! So more research will be done in the coming weeks to figure out if this holds true and, if so, an attempt will be made to have all the minimum values for each character listed here.

Also worth noting is that activating X-Factor causes the Damage Scaling cap to increase by a significant amount. Some characters tested capped out at 60% being the lowest a move's damage could be! But other characters, once again, seemed to have different caps during X-Factor. Again, more research will have to be done to find out if this is correct or not.