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

Discussion page of Marvel vs Capcom 3/Combo Limiters/Damage Scaling
(Added damage scaling minimum for X-Factor for all characters and cleaned up the layout a little bit)
(Cleaned it up a bit and added some more characters)
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===Specific Move Damage Scaling===
===Specific Move Damage Scaling===


Rekkoha: 0.96^(hits-1), minimum 0.4x damage, 0.5x damage with X-Factor
====Zero====
Rekkoha: 0.96 minimum 0.4x


Genmu Zero: 1.0^(hits-1) (ignores scaling)
Genmu Zero: 1.0


Million Dollar: 0.95^(hits-1), minimum 0.4x, 0.5x with X-Factor
====Dante====
Million Dollar: 0.95 minimum 0.4x


Devil Must Die: 1.0^(hits-1)
Devil Must Die: 1.0


Legion Arrow: 0.98^(hits-1), minimum 0.4x, 0.5x with X-Factor
====Taskmaster====
Legion Arrow: 0.98 minimum 0.4x


Phantom Dance: 0.96^(hits-1) minimum 0.4x, 0.5x with X-Factor
====Wesker====
Phantom Dance: 0.96 minimum 0.4x


Lost in Nightmares: 1.0^(hits-1)
Lost in Nightmares: 1.0


Shinku Hadoken: 0.95^(hits-1) minimum 0.35x, 0.5x with X-Factor
====Ryu====
Shinku Hadoken: 0.95 minimum 0.35x


Shinku Tatsumaki Senpukyaku: 0.96^(hits-1) minimum 0.35x, 0.5x with X-Factor
Shinku Tatsumaki Senpukyaku: 0.96 minimum 0.35x


Shin Shoryuken: 1.0^(hits-1)
Shin Shoryuken: 1.0


Chris' Gun Fire (shotgun, machine gun, and magnum, even when used as part of Combination Punch) seems to follow 0.85^(hits-1) damage scaling, rather than 0.9^(hits).  His Combination Punch and Grenade Toss are still 0.9, though.
====Chris====
Gun Fire: 0.85


Grenade Launcher: 0.90^(hits-1) minimum 0.4x, 0.5x with X-Factor
Grenade Launcher: 0.90 minimum 0.4x


Sweep Combo: 0.96^(hits-1) minimum 0.4x, 0.5x with X-Factor
Sweep Combo: 0.96 minimum 0.4x


Satellite Laser: 1.0^(hits-1)
Satellite Laser: 1.0


Dark Phoenix's tiny fireballs scale by 0.9^(hits-1).
====Phoenix====
Dark Phoenix fireball normals: 0.9
 
====She-Hulk====
Emerald Cannon: 0.95 minimum 0.5x
 
Road Rage: 1.0
 
====Dr. Doom====
Photon Array: 0.95 minimum 0.25x
 
Sphere Flame: ? minimum 0.25x
 
Doom's Time: 1.0
 
====Dormammu====
 
Chaotic Flame: 0.965 minimum 0.4x
 
Stalking Flare 0.95 minimum 0.4x
 
Dark Dimension: 1.0
 
====Akuma====
... Agyo: 0.97 minimum 0.33x
 
... Ungyo: 0.95 minimum 0.33x
 
Messatsu-Goshoryu: 0.90 minimum 0.33x
 
====Tron====
Servbot Takeout: 0.95 minimum 0.4x
 
Servbot Surprise: 0.95
 
====Super-Skrull====
Skrull Torch: 0.95 minimum 0.35x
 
Inferno: 0.98 minimum 0.35x
 
Death Penalty: 1.0


===Minimum scaling for normals and specials===
===Minimum scaling for normals and specials===

Revision as of 19:30, 27 February 2011

Damage Scaling of Hyper Moves

Because I saw some unexpected numbers in training mode, I tested the damage scaling predictions that the listed formulae make, and got the result that hyper moves scale at .95 per hit. I did a couple of experiments, but here's an example: Spencer's Bionic Lancer does base 250,000 damage. It's a nice move for testing with because it does one hit. So:

  • 0 Hits -> Bionic Lancer - lancer hits for 250,000
  • 1 Hit -> Bionic Lancer - lancer hits for 237,500
  • 2 Hits -> Bionic Lancer - lancer hits for 225,600
  • 3 Hits -> Bionic Lancer - lancer hits for 214,300
  • 4 Hits -> Bionic Lancer - lancer hits for 203,600

and so on. That's exactly .95 for each previous hit.

Tested on the Xbox360 in practice mode.

Damage Scaling after Throws

Similarly, I was messing around with Mightly Punish DHC Bionic Lancer, and Bionic Lancer was hitting for 225,600 (which is more than the 0.5 damage that would be predicted by the page) so I started testing damage after throw, and there was no extra scaling. (Tested on the Xbox 360 in practice mode.)

Taskmaster's forward throw followed by Legion Arrow does 14,400 with the first arrow, which lines up with the damage it would normally do after a 2-hit combo, (0.98^2)*15000, so there is no damage scaling penalty for that instance, either.

Some Damage Scaling Numbers

So that the main page stays neat, I'm just going to throw these here so they can be put in when someone makes a nice chart.

Specific Move Damage Scaling

Zero

Rekkoha: 0.96 minimum 0.4x

Genmu Zero: 1.0

Dante

Million Dollar: 0.95 minimum 0.4x

Devil Must Die: 1.0

Taskmaster

Legion Arrow: 0.98 minimum 0.4x

Wesker

Phantom Dance: 0.96 minimum 0.4x

Lost in Nightmares: 1.0

Ryu

Shinku Hadoken: 0.95 minimum 0.35x

Shinku Tatsumaki Senpukyaku: 0.96 minimum 0.35x

Shin Shoryuken: 1.0

Chris

Gun Fire: 0.85

Grenade Launcher: 0.90 minimum 0.4x

Sweep Combo: 0.96 minimum 0.4x

Satellite Laser: 1.0

Phoenix

Dark Phoenix fireball normals: 0.9

She-Hulk

Emerald Cannon: 0.95 minimum 0.5x

Road Rage: 1.0

Dr. Doom

Photon Array: 0.95 minimum 0.25x

Sphere Flame: ? minimum 0.25x

Doom's Time: 1.0

Dormammu

Chaotic Flame: 0.965 minimum 0.4x

Stalking Flare 0.95 minimum 0.4x

Dark Dimension: 1.0

Akuma

... Agyo: 0.97 minimum 0.33x

... Ungyo: 0.95 minimum 0.33x

Messatsu-Goshoryu: 0.90 minimum 0.33x

Tron

Servbot Takeout: 0.95 minimum 0.4x

Servbot Surprise: 0.95

Super-Skrull

Skrull Torch: 0.95 minimum 0.35x

Inferno: 0.98 minimum 0.35x

Death Penalty: 1.0

Minimum scaling for normals and specials

Tested primarily with Rekkoha DHC Mist, tag, although fast DHCs were sometimes used, and Sentinel as the target.

All characters (tested individually) scale normals and specials to 0.5 during X-Factor.

Hulk, Dark Phoenix scale normals and specials to 0.3.

C. Viper, Zero, Arthur scale to 0.2 for normals or 0.3 for specials.

Taskmaster, Dr. Doom, Dormammu, MODOK, Captain America, Iron Man, Trish, Spider-Man, Hsien-Ko, Felicia, X-23 scale to 0.2 for normals and specials.

Tron, Haggar scale to 0.15 for normals and specials.

Amaterasu, Akuma, Chun Li, Viewtiful Joe, Morrigan scale to 0.1 for normals or 0.2 for specials.

Dante scales to 0.1 for normals or 0.15 for specials.

Super Skrull, Storm, Spencer, Wolverine, Deadpool, Magneto, Phoenix, Sentinel, She-Hulk scale to 0.1 for normals and specials.

Chris scales to 0.05 for normals, 0.1 for special moves.

Ryu, Wesker, Thor scale to 0 for normals or 0.1 for special moves. (Yes, it is possible to have a move do zero damage due to damage scaling.)