Ultimate Marvel vs Capcom 3/Damage Scaling: Difference between revisions

From SuperCombo Wiki
(Created page with '{{UMvC3Header}} == Damage Scaling == Damage scaling occurs in any combo, using any move. Scaling is a way for the game to balance out characters and combos, ensuring that a sim...')
 
No edit summary
Line 5: Line 5:
Damage scaling occurs in any combo, using any move. Scaling is a way for the game to balance out characters and combos, ensuring that a simple 5 hit combo can't instantly kill a character. Here's how it works in Ultimate Marvel vs. Capcom 3:
Damage scaling occurs in any combo, using any move. Scaling is a way for the game to balance out characters and combos, ensuring that a simple 5 hit combo can't instantly kill a character. Here's how it works in Ultimate Marvel vs. Capcom 3:


== The Math ==
The first hit of any combo is completely unaffected.
The first hit of any combo is completely unaffected.
The next hit is scaled by its type:
The next hit is scaled by its type:
Line 24: Line 25:
{{GenericTableRow4 | Special {{#motion: S}} | 90% | 10% |}}
{{GenericTableRow4 | Special {{#motion: S}} | 90% | 10% |}}
{{GenericTableRow4 | Special Moves ({{#motion: dp + atk}}, etc) | 90% | 10% |}}
{{GenericTableRow4 | Special Moves ({{#motion: dp + atk}}, etc) | 90% | 10% |}}
{{GenericTableRow4 | Hyper Combos {{#motion: qcf+ atk + atk}}, etc | 95% | 5% |}}
{{GenericTableRow4 | Hyper Combos {{#motion: qcf + atk + atk}}, etc | 95% | 5% |}}
{{GenericTableRow4 | Level 3 Hypers | 100%* | 0%* |}}
{{GenericTableRow4 | Level 3 Hypers | 100%* | 0%* |}}
{{GenericTableRow4 | Subesquent Level 3 scaling| 90%* | 10%* |}}
</div>
</div>
*Level 3 Hypers are always unaffected by scaling. However, hits that FOLLOW a Level 3 Hyper will be treated as though they were scaled by the hits of the Level 3, treated as Hyper Combo Damage Scaling (more on this later).
*Level 3 Hypers are always unaffected by scaling. However, hits that FOLLOW a Level 3 Hyper will be treated as though they were scaled by the hits of the Level 3, treated in a slightly different fashion (more on this later).
 
<br><br>
The third hit and every hit onward will be scaled by its type, in ADDITION to any preexisting scaling.
The third hit and every hit onward will be scaled by its type, in ADDITION to any preexisting scaling.
 
<br><br>
So here's how it works. Say you combo {{#motion: L}} , {{#motion: L}}, {{#motion: L}}.
So here's how it works. Say you combo {{#motion: L}} , {{#motion: L}}, {{#motion: L}}.<br>
The first {{#motion: L}} will do its full damage.
The first {{#motion: L}} will do its full damage.<br>
The second {{#motion: L}} will be scaled to 75% damage (since it is a light attack.
The second {{#motion: L}} will be scaled to 75% damage (since it is a light attack.<br>
The third {{#motion: L}} will be scaled to 75%, and then THAT number will be scaled to 75% of that (56.25%).
The third {{#motion: L}} will be scaled to 75%, and then THAT number will be scaled to 75% of that (56.25%).
 
<br><br>
In number format:
In number format:<br>
{{#motion: L}} = 1000 damage (for example).
{{#motion: L}} = 1000 damage (for example).<br>
The first {{#motion: L}} will deal 10000 damage.
The first {{#motion: L}} will deal 10000 damage.<br>
The second {{#motion: L}} will deal 7500 damage.
The second {{#motion: L}} will deal 7500 damage.<br>
The third {{#motion: L}} will deal  5625 damage.
The third {{#motion: L}} will deal  5625 damage.<br>
 
<br><br>
As you can see, {{#motion: L}} attacks scale combos very severely, very quickly.
As you can see, {{#motion: L}} attacks scale combos very severely, very quickly.
 
<br><br>
This is why you will see that any given combo will avoid light attacks at any cost (only used for hit confirms, or out of necessity), and players will instead use {{#motion: M , M , H , S }} for air combos:
This is why you will see that any given combo will avoid light attacks at any cost (only used for hit confirms, or out of necessity), and players will instead use {{#motion: M , M , H , S }} for air combos:
<br><br>
For combo {{#motion: S , air m , m , h , s }}:
<br><br>
{{#motion: S}} Launcher is unscaled.<br>
{{#motion: M}} is scaled to 80%.<br>
{{#motion: M}} is scaled to 80% twice (64%).<br>
{{#motion: H}} is scaled to the above 64%, then to 85% of that (54.4%).<br>
{{#motion: S}} is scaled to the above 54.4%, then 90% of that (48.96%).<br>
That many more hits, each with higher base damage than any light attack, and it barely crossed the same scaling level as three {{#motion: L}} attacks? That is a huge damage gain.<br>
*Keep in mind, many of these numbers and percentages get rounded by the game.<br>
<br>
Let's see it using She Hulks actual Data:<br>
{{#motion: S}} = 90,000<br>
{{#motion: M}} = 56,000<br>
{{#motion: M}} = 44,800<br>
{{#motion: H}} = 52,200<br>
{{#motion: S}} = 46,900<br>
<br><br>
'''Rule of thumb? Try not to use Light attacks.'''


For combo {{#motion: S , air m , m , h , s }}:
== Level 3 Hypers ==


{{#motion: S}} Launcher is unscaled.
Level 3 Hyper Combos have the unique benefit of being completely unscaled damage, every time. No matter how long your combo is BEFORE the level 3, it will do its full damage. <br>
{{#motion: M}} is scaled to 80%.
However, some Level 3 Hypers give you the opportunity to combo out of them (some examples include Magneto, Dormammu, She Hulk, Ghost Rider), and even more if you use X-Factor.<br>
{{#motion: M}} is scaled to 80% twice (64%)
How does damage scaling affect subsequent hits?<br>
{{#motion: H}} is scaled to the above 64%, then to 85% of that (54.4%).
The game ''pretends'' that scaling was triggered:<br>
{{#motion: S}} is scaled to the above 54.4%, then 90% of that (48.96%).
Let's use Magneto for this example:<br>
That many more hits, each with higher base damage than any light attack, and it barely crossed the same scaling level as three {{#motion: L}} attacks? That is a huge damage gain.
Gravity Squeeze is a mashable Level 3 Hyper that you can easily combo out of when the opponent is cornered. When no mashing occurs, Gravity Squeeze is only 2 Hits.<br>
*Keep in mind, many of these numbers and percentages get rounded by the game.
Let's follow Gravity Squeeze with an {{#motion: s}} Launcher.<br>
Gravity Squeeze, 2 hits => {{#motion: s}} <br>
Unscaled, {{#motion: s}} deals 90,000 damage. <br>
After an UNMASHED Squeeze, {{#motion: s}} deals 72,800 damage. (3 hit combo) <br>
The game ''pretends'' that squeeze was scaled:<br>
Hit One, unscaled.<br>
Hit Two, scaled to 90%.<br>
Hit Three( {{#motion: s}} ), 90% scale, then the normal 90% scale = 81%.


Let's see it using She Hulks actual Data:
However, Gravity Squeeze is a mashable Hyper. Let's mash it like crazy, shall we?
{{#motion: S}} = 90,000
Gravity Squeeze, 37 hits => {{#motion: s}} <br>
{{#motion: M}} = 56,000
Again, unscaled, {{#motion: s}} deals 90,000 damage. <br>
{{#motion: M}} = 44,800
After a MASHED Squeeze, {{#motion: s}} deals 9,000 damage. (38 hit combo) <br>
{{#motion: H}} = 52,200
The game ''pretends'' that squeeze was scaled:<br>
{{#motion: S}} = 46,900
Hit One, unscaled.<br>
Hit Two, scaled to 90%.<br>
Hits Three through Thirty-Seven, stacking on the scaling.<br>
Hit Thirty-Eight( {{#motion: s}} ), has plummeted to Magneto's ''Minimum Scaling'', at a whopping 10%. <br>


Rule of thumb? Try not to use Light attacks.
== Minimum Scaling Values ==

Revision as of 23:30, 27 December 2011

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Damage Scaling

Damage scaling occurs in any combo, using any move. Scaling is a way for the game to balance out characters and combos, ensuring that a simple 5 hit combo can't instantly kill a character. Here's how it works in Ultimate Marvel vs. Capcom 3:

The Math

The first hit of any combo is completely unaffected. The next hit is scaled by its type:

Attack Type
Damage Remaining
Damage Removed
Light {{#motion: L}}
75%
25%
Medium {{#motion: M}}
80%
20%
Heavy {{#motion: H}}
85%
15%
Special {{#motion: S}}
90%
10%
Special Moves ({{#motion: dp + atk}}, etc)
90%
10%
Hyper Combos {{#motion: qcf + atk + atk}}, etc
95%
5%
Level 3 Hypers
100%*
0%*
Subesquent Level 3 scaling
90%*
10%*
  • Level 3 Hypers are always unaffected by scaling. However, hits that FOLLOW a Level 3 Hyper will be treated as though they were scaled by the hits of the Level 3, treated in a slightly different fashion (more on this later).



The third hit and every hit onward will be scaled by its type, in ADDITION to any preexisting scaling.

So here's how it works. Say you combo {{#motion: L}} , {{#motion: L}}, {{#motion: L}}.
The first {{#motion: L}} will do its full damage.
The second {{#motion: L}} will be scaled to 75% damage (since it is a light attack.
The third {{#motion: L}} will be scaled to 75%, and then THAT number will be scaled to 75% of that (56.25%).

In number format:
{{#motion: L}} = 1000 damage (for example).
The first {{#motion: L}} will deal 10000 damage.
The second {{#motion: L}} will deal 7500 damage.
The third {{#motion: L}} will deal 5625 damage.


As you can see, {{#motion: L}} attacks scale combos very severely, very quickly.

This is why you will see that any given combo will avoid light attacks at any cost (only used for hit confirms, or out of necessity), and players will instead use {{#motion: M , M , H , S }} for air combos:

For combo {{#motion: S , air m , m , h , s }}:

{{#motion: S}} Launcher is unscaled.
{{#motion: M}} is scaled to 80%.
{{#motion: M}} is scaled to 80% twice (64%).
{{#motion: H}} is scaled to the above 64%, then to 85% of that (54.4%).
{{#motion: S}} is scaled to the above 54.4%, then 90% of that (48.96%).
That many more hits, each with higher base damage than any light attack, and it barely crossed the same scaling level as three {{#motion: L}} attacks? That is a huge damage gain.

  • Keep in mind, many of these numbers and percentages get rounded by the game.


Let's see it using She Hulks actual Data:
{{#motion: S}} = 90,000
{{#motion: M}} = 56,000
{{#motion: M}} = 44,800
{{#motion: H}} = 52,200
{{#motion: S}} = 46,900


Rule of thumb? Try not to use Light attacks.

Level 3 Hypers

Level 3 Hyper Combos have the unique benefit of being completely unscaled damage, every time. No matter how long your combo is BEFORE the level 3, it will do its full damage.
However, some Level 3 Hypers give you the opportunity to combo out of them (some examples include Magneto, Dormammu, She Hulk, Ghost Rider), and even more if you use X-Factor.
How does damage scaling affect subsequent hits?
The game pretends that scaling was triggered:
Let's use Magneto for this example:
Gravity Squeeze is a mashable Level 3 Hyper that you can easily combo out of when the opponent is cornered. When no mashing occurs, Gravity Squeeze is only 2 Hits.
Let's follow Gravity Squeeze with an {{#motion: s}} Launcher.
Gravity Squeeze, 2 hits => {{#motion: s}}
Unscaled, {{#motion: s}} deals 90,000 damage.
After an UNMASHED Squeeze, {{#motion: s}} deals 72,800 damage. (3 hit combo)
The game pretends that squeeze was scaled:
Hit One, unscaled.
Hit Two, scaled to 90%.
Hit Three( {{#motion: s}} ), 90% scale, then the normal 90% scale = 81%.

However, Gravity Squeeze is a mashable Hyper. Let's mash it like crazy, shall we? Gravity Squeeze, 37 hits => {{#motion: s}}
Again, unscaled, {{#motion: s}} deals 90,000 damage.
After a MASHED Squeeze, {{#motion: s}} deals 9,000 damage. (38 hit combo)
The game pretends that squeeze was scaled:
Hit One, unscaled.
Hit Two, scaled to 90%.
Hits Three through Thirty-Seven, stacking on the scaling.
Hit Thirty-Eight( {{#motion: s}} ), has plummeted to Magneto's Minimum Scaling, at a whopping 10%.

Minimum Scaling Values