A masterpiece of a video Tyler, you da goat. I've been trying to explain the combo system for years, and now I can just share a link. Some small clarifications here and there regarding damage: Combo scaling (in T7 and T8) is generally 70->50->40->30, and it stays on 30% to infinity. Even if it starts with a clean (+50%) or CH (+20%), the followup hits always start at 70%. Rage pust a positive +10% modifier to most followup attacks as well, and that stays true for combos. However, the moment you pop a heat burst, you get an extra 70% negative modifier on top of any existing ones. So for instance, 30 becomes 21% and so forth. And the moment the opponent hits a wall, any follow-up attacks are also scaled on top of everything, and in a similar sense wall breaks, floor breaks, etc etc. Every modifier stacks on top of each other, that's why combo hits may end up dealing 10% damage or so. That's why some instant gimmick break attacks in T7 and most importantly throws in T8 yield garbage combo damage (since the 1st post-break hit can start at 35%,) even though the combos remain as long as before, pushback-wise. Low-slump attacks follow a "similar" pattern, where 50% might fall to 35% or even less, but I'm not sure if the modifiers are affecting them in the same way as traditional combo hits. Similar case to unscaled post-heat dash hits, or post wall-break delayed hitting attacks. Of course, since tekken does some roundings, some numbers may be displayed "incorrectly", that's why I'm always saying usually. (for instance, traditional 7 dmg jabs in T7 could end up doing 14% in a situation they should've dealt 21%, but I think that was simply a necessary rounding-down to make them deal 1 dmg). This is usually completely irrelevant, but it might cause a bit of confusion, since some numbers might feel random. Generally speaking, I don't think my comment added that much useful info to be honest....but on the flipside, your vid covered everything important, and I guess it still helps with the algorythm, so Imma press the button regardless.
A masterpiece of a video Tyler, you da goat. I've been trying to explain the combo system for years, and now I can just share a link.
Some small clarifications here and there regarding damage:
Combo scaling (in T7 and T8) is generally 70->50->40->30, and it stays on 30% to infinity.
Even if it starts with a clean (+50%) or CH (+20%), the followup hits always start at 70%. Rage pust a positive +10% modifier to most followup attacks as well, and that stays true for combos.
However, the moment you pop a heat burst, you get an extra 70% negative modifier on top of any existing ones. So for instance, 30 becomes 21% and so forth.
And the moment the opponent hits a wall, any follow-up attacks are also scaled on top of everything, and in a similar sense wall breaks, floor breaks, etc etc. Every modifier stacks on top of each other, that's why combo hits may end up dealing 10% damage or so. That's why some instant gimmick break attacks in T7 and most importantly throws in T8 yield garbage combo damage (since the 1st post-break hit can start at 35%,) even though the combos remain as long as before, pushback-wise.
Low-slump attacks follow a "similar" pattern, where 50% might fall to 35% or even less, but I'm not sure if the modifiers are affecting them in the same way as traditional combo hits. Similar case to unscaled post-heat dash hits, or post wall-break delayed hitting attacks.
Of course, since tekken does some roundings, some numbers may be displayed "incorrectly", that's why I'm always saying usually. (for instance, traditional 7 dmg jabs in T7 could end up doing 14% in a situation they should've dealt 21%, but I think that was simply a necessary rounding-down to make them deal 1 dmg). This is usually completely irrelevant, but it might cause a bit of confusion, since some numbers might feel random.
Generally speaking, I don't think my comment added that much useful info to be honest....but on the flipside, your vid covered everything important, and I guess it still helps with the algorythm, so Imma press the button regardless.
Yeah, after the fact (as i watched for the time codes), I realized the heat pop penalty was tagged on and I didn't mention it. Thanks for write up.