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BagelFarmer

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Everything posted by BagelFarmer

  1. In street fighter damage scaling isnt enough to really lessen your damage though unless your comboing into ultra or super. Basic chains and links into specials usually (not always) do more damage and is safer than just doing it raw. With cammy's spiral arrow in SF4 i always hit confirm into it cause its unsafe on block. Hit confirming into it does more damage than me doing it raw and being unsafe.If that's the case unless i need to get across the screen or punish when my jabs cant reach why would i ever do it raw . If i do 3 normals into a special it still does more damage than me just doing that special. But in Arc system games if i use 3 normal's into a special it barely does the damage of the special raw. In street fighter its clear don't throw out random shorukens unless as a anti air or reversal (but then its not really random) cause if i do it might get punished but i can hit confirm into it and still do more damage then a random DP and the jabs faster.Which for the most part why i feel in SF more hits kind of = more damage unless u throwing out like 4 jabs or something.But in these games its not that clear to me cause it does a lot more damage raw. Hitting the last 5th bullet with naoto raw does more damage then if i hit all five bullets in a combo. But i get what your saying. 5B and 5C Have more range than 5A so if i could hit a 5B or 5C go for it. But if the other player really close 5A would be easier cause it comes out faster but its not gonna do a lot of damage but its better than getting hit by his 5A or him blockig my 5C and getting punished. And learning combo's for every situation is a good idea. Usually i just practice combo's but i should be practicing combo's for each situation and no what i can get off of each attack. This is good. Thinking about this whole damage thing a little different now. Thx guys.
  2. Ok so what i got from this is its still good to go for damaging comboes as long as its still practical and makes sense.I usually go for meterless comboes and learn those first before going for meter comboes. With meter comboes I have to wiegh if its practical to use the meter to extend or increase the damage of the combo. Like If i'm using like 75% of my bar to get like 500 more damage in a combo then its not worth it. Unless its a really close game and the extra damage will win me the round or something. Also i have to know what moves are good at starting comboes for each character and not just do 2 or 3 jabs then confirm into other moves. Basically puuting it simply just be smart with my moves and don't waste meter on bad comboes or start comboes of bad moves like a noob and just don't throw out random stuff and get wrecked.
  3. This is a ranty so my main question is below. Damage scaling from what i understand from other games Ok damage scaling in some of these anime fighters is just crazy. Coming from someone who plays 3d fighters and capcom fighters the system of proration is just weird. I understand what its trying to do but i feel like its just goes overboard and tries to do to much and ends up not working. In games like dead or alive and Soul calibur and most 3d fighters damage scaling is there but its very slight and no one really thinks about it cause for the most part combos in the game are preset and combos are short. I usually just go by how much the combo does in damage as opposed to each individual move. In games like street fighter and other capcom fighters damage scaling is simple. This is the perfect example http://www.eventhubs.com/guides/2009/may/09/how-combo-and-damage-scaling-works-street-fighter-iv/ . Look how simple the damage scaling is. Basically if you do more attacks the damage scaling increases. But for the most part hit confirming into specials and moves does more damage then just doing the move. In street fighter if i link a crouching light punch , crouching light kick, and crouching medium punch into a special it does like 230 ish damage or something but if i just did the special move it would have did like 180 or something. To me this makes sense. I sat in training learning the time for the links and now i can safely hit confirm into that special making it safe and doing more damage verses my cousin who just throws out random special. But in games like Persona 4 Arena and Blaz Blue its the opposite. Damage scaling from what i understand in Persona,blaz blue..etc. I understand what their trying to do but i feel like it doesn't work. From what i gathered their combo system is high risk high reward. You hit confirm into comboes and do fast light attacks in the begging and your damage is reduced greatly cause their was "low risk". But if your like my cousin just throwing out random supers you do good damage cause its "high risk". Which sounds good in theory but i feel like the the difference between high risk and low risk is to big and this is mainly because of the crazy proration system. From what i understand each move adds its own amount of damage scaling by adding a certain number of poration points. Which is pretty crazy to me cause some of the moves add like 20 30 or even 40 percent damage scaling and that's just one attack. Once you start combing the damage scaling easily reaches like 40 50 60 percent . But unlike street fighter its a high combo game so even then it makes sense i guess. But then each character has a combo rate which scales down the damage so not only is the damage scaling like 50 % from the combo but also its already reduced by like 60% from the combo rate. At that point every hit is doing like 200 or 300 damage if even that much which is the only time supers are really useful cause they have minimum damage thing so its has to do at least some type of damage. Other wise most of the time they do pathetic damage that i can get from an easy meter-less combo that's easy to get off. Which to me goes against their whole high risk thing. If i throw out a super randomly in street fighter or even soul calibur 5 it does crazy damage cause everyone usually just blocks it and sees it coming. But if i throw out a super in Persona 4 Arena i do like 2.3 to 2.5 ish damage but i could easily do this amount by doing a simple combo. Just use high damage moves? Some characters regular moves do like 1k+ damage easily, i would of thought wasting half a meter on a easily blockable move would have been a "high risk" and did like mad damage or something. At times i feel like the system is flawed. Lets say i'm playing naoto and i'm fighting yu in Persona 4. This yu likes to do his overhead a lot so I stand block but he does his sliding low persona attack and it does like 900 damage which is like %10+ of my max hp. Then he comboes it into super and gets like 2k+ easily. High risk i guess but to me i feel like that attack was still pretty quick and did like a tenth of my health not to mention he gonna combo into more after it. some of the moves in the game do insane damage as a single and while it is slower than most moves its not that slow to justify the damage. With naoto if i use all 5 bullets in aim mode it does like less than 1000 damage but if i do 4 shots then pause and hit the last one the last hit alone does 1000 damage . I find that crazy. This crazy long rant leads to my main question. What should i do to improve my game? With the damage scaling being the way it is what is the general best way to combo. I'm guessing hit confirming to much isn't practical and just throwing out one move specials isn't either. when a combo gets too damage scaled do you just stop it and try to reset or do just get as much damage as you can with each it? Right now i'm just practicing doing long comboes and getting the most off each it just wanna no if this is even practical or not.
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