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== Block Damage == | == Block Damage == | ||
A type of attack damage that occurs if the opponent enters a Block State when the attack lands. | |||
== Flawless Block Damage == | == Flawless Block Damage == |
Revision as of 22:32, 17 April 2021
Attack Damage
When an attack hits the opponent, the damage done will be measured to the hundredth decimal (4.50 for example). When damage is scaled, it will scale then only to the hundredth decimal. This damage is listed in replays and in training mode and the listed damage will be the number reduced from the life bar.
Kombo Damage Scaling
Each individual attack has a properties that reduces subsequent damage from attacks by an amount. This scaling is different for each attack and overall reduce the damage each attack does by a greater amount as the kombo continues. Certain moves such as Down2 Krushing Blows greatly affect the damage the rest of the kombo does and Fatal Blows can do far less damage depending on the scaling of the combo before the Fatal Blow was.
Pop Up/Juggle Gravity
Certain attacks and attack kombos may launch the opponent into the air. During many of these instances the player may continue their kombo afterwards while the opponent remains in the air. They will then either fall down to the ground or get hit by another attack which will send them back into the air by a smaller amount. If the opponent falls completely to the ground they will then enter a knocked down state. The opponent will continue falling faster as the kombo continues. By how far up the opponent is "popped" up and how much faster they fall down afterwards depends on what attack is used.
Block Damage
A type of attack damage that occurs if the opponent enters a Block State when the attack lands.
Flawless Block Damage
Offensive Meter
Defensive Meter
Slow/Normal/Fast Meter Gain
Anytime Offensive or Defensive meter is used, it will fill back up after a brief pause. The speed of the meter filling will do so in one of following speeds.
- Slow Meter Regeneration takes 16.5 seconds until a single bar is refilled.
- Normal Meter Regeneration takes 10 seconds until a single bar is refilled.
- Fast Meter Regeneration takes 8 seconds until a single bar is refilled.
The only exception to this is when a player loses the round after using a Breakaway, consuming both their Defensive stacks. Both stacks will be completely refilled shortly before the next round begins.
Meter Gain Rate Priority
While meter is refilling, it will remain in its current Meter Regen Rate until an action with a slower rate is used. It will only end when both stacks of that meter is fully filled. If either the Defensive or Offensive meter rates are Slow and then a Normal or Fast rate action is used, the Meter Regen Rate will remain Slow. Conversely, a Fast rate state will change to Normal if a Normal rate action is later used or Slow if a Slow rate action is later used and will remain at that rate until a slower rate action is used or if both meter stacks are completely filled.