Ultimate Marvel vs Capcom 3/Damage Scaling

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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 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%*
  • 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).

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.