
After a certain number of hits all of the combos in Street Fighter IV start taking off less damage. It breaks down this way.
And each hit beyond the ninth drops the damage by an additional 10%.
In real world terms, that means if you do a three-hit combo with Akuma which ends in a Fireball, instead of it doing it's normal 60 damage, it will do 20% less, i.e. 48 damage.
To use a larger combo as an example with Akuma, jumping in with Hard Kick, then two Crouching Light Punches, followed by a Crouching Medium Kick into a Fireball which is a 5-hit combo will do 239 damage total, although when you do each of these moves individually they would take off 290 damage.
Here's what's going on with Akuma's damage.
Some moves have different properties when the game decides how it's going to scale your damage during a combo.
Kind of confusing? Here are some examples...
Ultras: An Ultra counts as two moves for the purposes of damage reduction. For example, if you do a Jumping Hard Kick with Ryu, then a Light Punch Shoryuken, Focus Attack Dash Cancel, and then juggle with the Ultra, the Ultra will do 70% of its normal damage, because it's technically the 4th move that's landing, but the Jumping Hard Kick and Shoryuken won't have any damage reduction because they're the 1st and 2nd moves.
A Focus Attack Dash Cancel doesn't count against you because it doesn't actually hit your opponent.
EX-Moves: Akuma's EX-Hurricane Kick hits multiple times, but it still only counts as one move for purposes of damage scaling.
The more injuries a fighter sustains, the less damage they're going to take. Damage scaling for injured fighters works as follows.
This means if a character has 25% of their health, they will take 10% less damage from every move done to them.
• Counter Hits take off 25% more life and add additional hit stun.
• Stun damage is reduced the exact same way in combos as health damage, but the amount of life you have does not affect it.
• How much Super meter you gain is also reduced in the same way combos are for damage.
• Scaling always rounds up and it rounds each hit individually, which is handy when you want to calculate the damage of combos without actually executing them in the game.
@ everyone bitching about this system:
coolface.jpg
/popcorn
The phrase "And each hit beyond the ninth drops the damage by an additional 10%" is misleading/incorrect. After testing, my understanding is that at the tenth scaled hit and EVERY hit beyond, the damage is reduced to 10% rounded up (for each hit of a single attack), and it isn't reduced further. This caused me much frustration in the past when trying to work out long combos on paper before testing.
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