Skullgirls damage scaling in-depth
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SKULLGIRLS
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BASE_DAMAGE x Character Scaling x Counter Hit Scaling x Combo scaling x Undizzy Scaling
Starts after 3RD hit
Damage is calculated first by the number of characters in your team and your opponents, then combo scaling on top
CHARACTER AMOUNT SCALING
3v3 = 1.30 | 1.30
2v3 = 1.30 | 1.00
2v2 = 1.00 | 1.00
1v3 = 1.45 | 1.00
1v2 = 1.45 | 1.30
1v1 = 1.00 | 1.00
COMBO SCALING(The last two calculations are (SCALING MATHS) . SCALING DEDUCTION FROM PREVIOUS ATTACK
The first 3 hits are unscaled
HIT COUNT= SCALING FACTOR (ELABORATION FOR DEDUCTIVE PURPOSES)
4 = 0.875 ( 1- 0.125) .125
5 = 0.766 ( 1- 0.234) .109
6 = 0.670 ( 1- 0.330) .104
7 = 0.586 ( 1- 0.414) .84
8 = 0.513 ( 1- 0.487) .67
9 = 0.449 ( 1- 0.551) .64
10 = 0.393 ( 1- 0.607) .56
11 = 0.344 ( 1- 0.656) .49
12 = 0.301 ( 1- 0.699) .43
13 = 0.263 ( 1- 0.737) .38
14 = 0.230 ( 1- 0.770) .33
15 = 0.201 ( 1- 0.799) .29
16+ = 0.200 ( 1- 0.800) .1
Combos lasting 16 hits or more are scaled to do a minimum of 20%, with attacks that deal 999+ scaling to 27.5%. Level 3 Supers do a minimum of 55% damage
regardless of previous scaling. From what i can gather, theres no mathematic formula involved, rather these values were most likely hand picked so to
speak. Counter Hits also deal an additional 50% damage on that one hit. Keep in mind that SG also rounds damage out.
That said, damage is likely calculated as such
BASE_DAMAGE x Character Scaling x Counter Hit Scaling x Combo scaling
So for example, Valentines J.HP does 875 damage. lets say shes the only character in the team against a 3 character team, and shes in a 4 hit combo.
Scaling would look like this
875 x 1.45 = 1268.75 = 1269 x 0.875 = 1110.15625 = 1110
ADDITIONAL NOTES
Throws set the scaling to 0.500, or 50% to you and me, and add to scaling depending on the character.For instance, Valentines is only 1, while Fillias is 2.
Its also good to note scaling is different after throws as well. The values are as such.
Depending on character, anywhere from the first 2, to no moves are unscaled. What follows is the values for each subsequent hit
Before = 0.500 ( 1- 0.500) .500
1 = 0.438 ( 1- 0.562) .62
2 = 0.383 ( 1- 0.617) .55
3 = 0.335 ( 1- 0.665) .48
4 = 0.293 ( 1- 0.707) .32
5 = 0.256 ( 1- 0.744) .37
6 = 0.224 ( 1- 0.776) .32
7+ + 0.200 ( 1- 0.800) .24
When Undizzy is 240 and above, damage is scaled by a further 45%.
Any mention of Supers setting scaling to higher values is strictly referring to the Combo Scaling.
All i know of SG damage scaling. I couldn't find much info online so i had to dig a bit myself, with a bit of help from dudes in the Skullheart Discord (If you're seeing this, you know who you are
) Hope ya find this interesting
Street Fighter 3: Third Strike damage scaling theory
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STREET FIGHTER 3: THIRD STRIKE
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This game, while one of my favourites, handles scaling in a strange way that is not documented at all. Some even believe scaling only applies after 15 or so
hits. This however is untrue. Scaling instead happens after the first hit, and continues to scale until the combo is done. From my analysis, i've deduced
that scaling works in two ways. One keeping track of how many hits are in the combo, and another keeping track of how many of that strength of button are in
the combo. For example, Dudelys CR.MP does 10 points of damage. If you jump in with anything other than a Medium strength button, the move does 9 damage,
while doing 8 if you jump in with one. The closest idea i can grasp is that combo scaling does so by 10% per hit, and rounds it down, while the additional
Strength (of Button) Scaling scales by an additional 5% and rounds it up to its higher value. This values seems to be static, only applying if the same
button is being hit multiple times in the combo, only reducing the damage by 5% regardless of the combos length. This scaling also seems absent on the third
hit, likely to aid slower characters with shorter combos. It also seems that on the sixth hit and onwards, the 0.10 subtraction no longer applies. Strangely,
Life Scaling is present,but only takes effect at 20% or so. This scales the damage progressively, reducing it by 10% in assumingly 5% intervals.
Something like this
20% = 95%
15% = 90%
10% = 85%
5% = 80%
0% = 75%
With damage values being rounded up to its higher value. Along with that, the game has a damage cap, with even the most heavily scaled moves doing a least
1 point of damage.
So, the current formula looks like this
BASE_DAMAGE x(Combo Scaling = 1.00 -(Hit Count x 0.10) -(Ifelse(Hit Count < 6 & Hit Count != 3 || 1, 0.10, 0)) -(BASE_DAMAGE x Strength Scaling) x Life Scaling
Take this, i tested out what happened to scaling if i juggled Makoto with Dudleys CR.HK over and over, and got these values
Dudleys CR.HK
1 = 14
2 = 12
3 = 11
4 = 9
5 = 7
6 = 5
Lets test out my theory. Lets calculate this sequence
FIRST HIT
14 - (1 x 0.10 = 0.10 - 0.10 = 0 ) = 0 - ( IGNORED ) x (1.00) = 14
SECOND HIT
14 - (2 x 0.10 = 0.20 - 0.10 = 0.10) = 1.4 = 1 - (14 X 0.05 = 0.7 = 1) x (1.00) = 12
THIRD HIT
14 - (3 x 0.10 = 0.30 - 0.10 = 0.20) = 2.8 = 3 - ( IGNORED ) x (1.00) = 11
FOURTH HIT
14 - (4 x 0.10 = 0.40 - 0.10 = 0.30) = 4.2 = 4 - (14 x 0.05 = 0.7 = 1) x (1.00) = 9
FIFTH HIT
14 - (5 x 0.10 = 0.50 - 0.10 = 0.40) = 5.6 = 6 - (14 x 0.05 = 0.7 = 1) x (1.00) = 7
SIXTH HIT
14 - ( 6 X 0.10 = 0.60 ) = 8.4 = 8 - (14 x 0.05 = 0.7 = 1) x (1.00) = 5
Keep in mind that SF3:3S' damage scaling is some of the least documented stuff in the entirety of FGs. Barely anything is known about it, and most of this is
pretty speculative in all honesty, but i feel that regardless it mimics the actual scaling somewhat well. If you have any additional info, feel free to hit me up.
MUGEN Sophistication (Youtube series detailing how to apply various fighting game stuff in to Mugen as well as how to code it)
https://youtu.be/69JjKOVt1b0Crappy audio aside, i feel its a genuinely decent starting point for those wanting to use counter hits in their characters. Will probably do an updated/more advanced version another time but this'll do for now
https://youtu.be/_vbsaUsxX1EA very brief explanation of the idea behind dip switches. Not mega important, but something quite fun i don't see being done enough