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Health

Each character has a different amount of health, see each character's page for their values or see the System Data for a table to compare across all characters.

Damage Scaling

As more attacks are added to a combo, each attack progressively does less damage due to damage scaling (also known as damage proration). To determine how much damage a specific hit will deal:

Damage Scaling
Combo Count Damage Dealt
1 hit 100%
2 hit 100%
3 hit 70%
4 hit 60%
5 hit 50%
6 hit 40%
7 hit 30%
8+ hit 20%
  • Normal throws count as 2 hits for damage scaling purposes.
  • Multi-hitting attacks, such as Gran's 236HGuardAllStartup14RecoveryTotal 45Advantage+3 or Charlotta's 214XGuardMidStartup7Recovery15Advantage-2 series all count as 1 hit for damage scaling purposes.
  • The minimum scaling for Ultimate Skills is 40%.
  • The minimum scaling for Skybound Arts and Super Skybound Arts is 50%.

Harshly Scaled Moves

Some moves scale combos more harshly when used at the start of a combo:

Additionally, initiating a Raging Chain, except when performed from a guardcrushing Raging Strike, will lower the combo scaling to 50%, assuming scaling wasn't lower already. The scaling for following attacks will start at 40% in this case.

Ultimate Skills

Ultimate Skills that are performed by cancelling from a Normal Attack will decrease their damage by 40%. If the corresponding skill is on cooldown, the Ultimate skill will have their damage halved. These two penalties stack multiplicatively.

  • This penalty will not affect the damage for the rest of a combo.

Other Exceptions

Some attacks count as multiple hits with respect to damage scaling. For example, Percival's X-SeeleGuardThrowStartup14Recovery41Advantage counts as 2 hits. Those exceptions will be noted in the frame data notes.

Minimum Damage

Some attacks have a guaranteed minimum damage regardless of how low damage scaling goes. In general:

  • The minimum damage for Ultimate Skills is 40% and is affected by Ultimate Skill penalty (both cancel penalty and cooldown penalty).
  • The minimum damage for Skybound Arts is 50%.
  • The minimum damage for Super Skybound Arts is 50%, and on cinematic-triggering hits it will be at least 60% due to it taking away 2 Bravery Points and triggering Bravery Penalty.

Minimum Damage is affected by both Bravery Penalty and the Technical input bonus. In such cases, the damage is calculated by applying the Bravery Penalty first, then applying the 10% Technical input bonus.

Combo System

Launches and Wallbounces

Many corner combos are made possible by launch and wall bounce properties that exist on many Heavy versions of Skills. This wallbounce allows for combo extensions that would not be possible midscreen.

Any move that wallbounces an opponent in the corner has a specified amount of frames during which the opponent can be hit in the air to continue a combo. If an opponent takes time to travel through the air before being wallbounced due to being hit while slightly away from the corner, the attacking character has a wider window to follow up. This increased height often gives access to higher damage follow ups (e.g. c.H instead of c.M) for many characters.

Because of this variability, combo launch frame counts listed on Dustloop Wiki frame data or in official patch notes assume a minimum window for doing a follow-up attack when the move hits opponents at close range at the edge of the screen.

Some moves launch opponents into a comboable state even midscreen. These include (but are not limited to) certain Ultimate Skills that cost Skybound Gauge like Gran's Ultimate Overdrive SurgeGuardMidStartup11Recovery20 [11]Advantage-6, or certain regular versions of Skills that gain launch properties on Counter Hit like Djeeta's Medium Vorpal BladeGuardMidStartup20Recovery18Advantage-4.

Combo Limit

Combo Limit is a juggle limit mechanic based on a points system that prevents air infinites. The points only start counting after the opponent has become airborne. If the opponent is already airborne, the first hit will not count towards the point limit.

Every character has 11 points of limit. When at any point the combo reaches (or exceeds) the threshold, the next airborne hit will trigger the Combo Limit (this includes multi-hitting moves!), forcing the combo to stop.

The Combo Limit is triggered in two stages. After it is initially triggered, the opponent can still be hit as long as the move that triggered Combo Limit is still hitting them. After this, the opposing character flashes white and a "Combo Limit" message appears, signaling the second trigger, after which they will be invincible until recovery. These indicators can be suppressed if super flash is triggered beforehand, but the full Combo Limit still takes effect as soon as the triggering move is canceled.

The universal values are as follows:

Combo Points
2L, c.L, f.L, j.L, 2H, c.XX, c.XXX 3 points
All Other Normals Not Listed 2 points
Raging Strike 1 point
Raging Chain 0 point
Specials Move dependent, usually depends on Attack Level
Supers Move dependent, usually reset to 0
Exceptions

Some attacks have different values assigned to them. For example, Lowain's Ultimate Magnificent Tool of DestructionGuardMidStartup17RecoveryTotal 61Advantage+29~+172 has a very large value such that it will always end the combo no matter where the move is used. Attacks with different values will be listed in the frame data notes.

Increasing Knockback

During long ground combos, the opponent is knocked back further and further, even by exactly the same move.

Increasing Hitstun

Crouching Hit

Crouching opponents suffer more hitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. compared to standing opponents. Most of the time, it is 1 frame more hitstun. This can lead to new combo opportunities-- for example:

  • Gran can linkTo perform a second action after the first action completely finishes its animation. c.HGuardMidStartup8Recovery18Advantage-3 after his H ReginleivGuardAllStartup14RecoveryTotal 45Advantage+3 only when hitting crouching opponents.
  • Djeeta can link 2MGuardMidStartup7Recovery12Advantage-3 after her H ReginleivGuardAllStartup16RecoveryTotal 47Advantage+2 also only when hitting crouching opponents.

Moves that cause Guard Crush do not inflict additional stun on crouching hit.

Crouching Hit with Aerial Moves

When crouching opponents are hit with air moves, they suffer even more additional hitstun based on the move's Attack Level as follows:

Attack Level Additional Hitstun
1 +3
2 +5
3 +3
4 +5

This additional hitstun overrides (i.e. does not stack) with the usual +1 hitstun for crouching hits.

Counter Hit

When a move counterhitHitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities.s the opponent, they experience extra hitstop (in case of air hits, their untechable time is doubled) that allows you to combo into things where you usually can't on a normal hit. The extra hitstop depends on the counterhitting move's attack level:

Extra Counter Hit HitstopWhen a character is hit, both characters are stopped in place to visualize the hit and give feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all.
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
+2 +2 +4 +8 +12

While it doesn't increase the actual hitstun, it is more convenient to think that the extra hitstop gives extra hitstun on the first hit, as the hitstop only applies to them.

Chip Damage

Most Skills, Skybound Arts, and Super Skybound Arts do small amounts of damage to the opponent even on block. This is known as chip damage, and is a common mechanic in fighting games. Attacks do 25% of their base damage as chip damage when performed with the manual input, but only 20% when using the Skill button. There are exceptions to this (especially Skybound Arts).

Chip Damage can kill the opponent, but there are two conditions that must be met first.

  1. The opponent is at 1 health.
  2. The opponent must return to neutral after being at 1 health.

This means that if the opponent is at 2+ health and takes any amount of chip damage, then the opponent will survive with 1 health, and cannot be chipped to death by a gapless string before returning to neutral at least once. This is in place as a means to prevent inescapable chip setups with gapless strings, at least allowing the defender time to dodge or DP out of the situation.

Recognizing Chip Damage Range

When low on health, there will be a flashing outline around the inside of the health bar so long as the player has 2 or more health. When they drop to 1 health, the flash is no longer applied, meaning the player may be chipped out.

Exceptions

Certain attacks deals different percentages of Chip damage on block. A notable example would be Raging Strike, where it deals 1000 "Chip damage" while the move itself is 1500 damage.

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