Can someone please explain the damage scaling for juggles to me

Michael Unger

New member
I must be missing something

Simple example:
Scorpion's Xray does 30% as a stand alone hit. Now consider these 2 simple combos.

1,1,spear,Xray does 3,5,3,25 % damage for a total 36%. From this combo it appears that the Xray loses 5% total for being the 4th hit in the combo.

Now B+2,spear,Xray does 5,2,20 % damage for a total of 27%. From this combo it appears that the Xray loses 10% for being the 3rd hit in the combo.

There are more but this one explains my point pretty well.
 
It scales differently for each character and depending on the moves and how many times they've been hit. There's not much to explain other than you gotta figure out which combos dish out the most damage.
 
Well I did more research. It appears Scorpion received a blow by the nerf bat. Those same combos in the demo do 43% and 32% respectively. While Sub Zero's bread and butter Xray from a freeze 2,1,4,Xray does MORE damage than the demo !! WTF?? Demo did 43% and live does 48%.

Scorpion got screwed
 
Yeah, Scorp was nerfed a lot. In the demo it was godlike. I think that juggle/pop-up moves further scale the whole combo. In the first one, you did half a combo + stun move + X-Ray, while in the second one you did a pop-up, a stun and then the X-Ray.

If I remember well, Kabal's X-Ray after a normal Dash deals 27%, while normally it does 35%.
 
and I hope Scorpion gets nerfed even more

Scorpion does not need to get nerfed anymore, hes been nerfed way overboard, nobody at PDP MK tourney made the top 16 using scorpion, not one. That just proves my point that scorpion is not that powerful. His teleport and spear are highly punishable. Unlike faster characters like Cyrax, and Kung Lao
 
The teleport & spear are punishable by ducking a lot but the unblockable flames kinda balance that out. He's got just as damaging combo strings as others. He's got a good teleport, the best trap move in the game, probably the best unblockable, & an air throw which can be done after every jump kick/punch. He's exactly where he should be in my opinion.
 
I've never been a fan of huge damage dealing combos.. anything near 50% really starts to rub me the wrong way.

From my few experiences online, I've only been bludgeoned that badly by a Kung Lao player.

ADD: Correct me if I'm wrong, but did a patch come out recently nerfing Lao's damage?
 
The teleport & spear are punishable by ducking a lot but the unblockable flames kinda balance that out. He's got just as damaging combo strings as others. He's got a good teleport, the best trap move in the game, probably the best unblockable, & an air throw which can be done after every jump kick/punch. He's exactly where he should be in my opinion.

I fully agree with this.
 
Yesterday I noticed that my combos with Raiden take off the same chunk of HP, whether it's a 12-13-15 or 16 hit combo, it makes 43% of HP reduction... why would I risk inputing 4 more hits when I get the same result with only 12 hits?!
 
Yesterday I noticed that my combos with Raiden take off the same chunk of HP, whether it's a 12-13-15 or 16 hit combo, it makes 43% of HP reduction... why would I risk inputing 4 more hits when I get the same result with only 12 hits?!

Same reason that the FADC combos in StreetFighter4/Super is just to style on folks. When I play its more of me trying to style on folks instead of winning. Do I lose matches because of that...........yes I do but I'm not not a Stat-Whore like some folks and enjoy playing the game how I like.....win or lose. Sort of the same thing as limiting your self to not blocking inorder to preform a Babality.

~StaticJack
 
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