Duels of Fortune/Game Data

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Character Data

DoF Character Data
Character Total Health Ground Speed Air Speed Forward Dash Stats Back Dash Stats Forward Air Dash Stats Back Air Dash Stats Jump Startup
Clyde 24000 11 11 Run, 30 -30/3F/18F 800/1F/17F -600/1F/25F 4
Annie 20000 9 7.5 38/4F/20F -38/4F/20F N/A N/A 4
Rattlebone 24000 9 9 35/2F/20F -35/2F/17F 750/1F/20F -700/2F/25F 4
Shoto 20000 10 10 40/1F/17F -35/2F/12F 900/1F/18F -700/1F/16F 4
Derrick 23000 10 10 45/2F/19F -35/4F/18F 900/1F/18F -700/1F/16F 4
Red 26000 9 9.5 45/2F/18F -35/4F/18F 850/1F/18F -550/1F/25F 4
Azutron 20000 9, 10 in Overclocked 10, 10.5 in Overclocked Run, 20, 25 in Overclocked -30/4F/18F 800/1F/18F -600/1F/24F 4
Baron 30000 7 (Staggered), 7.5 in RG 7, 7.5 in RG N/A -35/1F/13F N/A N/A 8
Sylvan 25000 7.5, 10 in FH 7.5, 10 in FH 35/1F/18F -35/1F/18F 850/1F/23F -800/1F/22F 4
Shiverskull 22000 7.5 7.5 Run, 25 -33/1F/18F 800/1F/18F -700/1F/25F 4
Lumina 23000 9 7 35/2F/16F -30/1F/17F N/A N/A 4
Black Heart 24000 7 7 40/1F/30F -40/1F/30F 700/1F/20F -600/1F/22F 4
Guy 18000 9, 12 in Caffeinated, 5 in Crash 9, 12 in Caffeinated, 5 in Crash 37/1F/15F Run, 20, 30 in Caffeinated, 8 in Crash N/A N/A 5, 4 in Caffeinated, 20 in Crash
Callowman 27000 9 9 Run, 20 N/A 700/1F/20F N/A 4
Doodle 22000 7.5, 10 in Ultimate 7.5, 10 in Ultimate 39/1F/17F -39/1F/19F 850/1F/19F -700/1F/24F 4
ERROR 21000 7.5 9.5 (Lower Gravity) N/A N/A N/A N/A 4
Johnson 26000 8 7 Run, 22 -40/2F/13F N/A N/A 4
Ember 25000 9.5 9.5 40/2F/18F -30/1F/17F 800/1F/17F -550/1F/19F 4
Masked Oni 20000 9, 10 in Enraged 9, 10 in Enraged 40/1F/16F -35/1F/15F 1000/1F/19F -700/1F/21F 4
The Pill 18000 7.5 9 N/A N/A N/A N/A 4
Zorb 25000 11 11 N/A N/A N/A N/A 4
Shooting Star 20000 10 10 N/A N/A N/A N/A 4
Tiny Evil Clyde 18000 12 12 1500/1F/29F -30/3F/18F 800/1F/17F -600/1F/25F 4
The Mask 22000 7.5, 9 in Golden Mask 7.5 N/A N/A N/A N/A 4
Shade 25000 10 9 N/A N/A N/A N/A 4
Donner 20000 7 6 Run, 25 -40/2F/17F N/A N/A 4
Gigatron 30000 7 (Staggered) 4 N/A N/A N/A N/A X

Damage and Hitstun Modifiers

Launchers

Each time a launcher is used after its first use, it adds an extra move of hitstun decay (i.e. a Clyde combo with two 5Hs will start heavily decaying at 8 hits instead of 9).

Blast Burst

Blast Burst resets hitstun scaling completely pretty much. This means that you can essentially get a second full combo, as long as you exclude any moves that are hard coded to only be usable once per combo. Blast burst will also reset damage scaling by at most 50% (if a combo reaches the max scaling of 10%, it will go back to 60%). Blast burst also resets reverse beats, loop escapes, wall/ground bounces, and launchers.

Combo Extension Supers

Combo extension supers vary heavily between characters but there's a general rule to how they're designed. Installs used mid combo will only partially reset damage scaling, typically by 50%, and extension supers will remove 5 moves of hitstun scaling but not effect the damage scaling.

Exact Damage Calculation

Damage is split into two calculations. First, all multipliers are applied. The calculation for this is below. Some of these multipliers are by default set to 1.

NewDamage=(((((Damage) * Enemy.DamageTakenMultiplier) * DamageMultiplier) * InstallDamageModifier) * BossDamageMultiplier)

Enemy.DamageTakenMultiplier - A stat that can be changed in battle options, 1 by default
DamageMultiplier - A temp buff stat, used for things like Sylvan's slot machine damage buff
InstallDamageModifier - A stat tied to damage buffs gained from install supers
BossDamageMultiplier - The bonus damage multiplier applied to characters when boss mode is enabled. This varies from character to character so it's not a fixed value.

After the modifiers are set, the scaling is applied. This is as follows:

ScaledDamage=NewDamage*Scaling

Scaling has different caps, this is determined through a check prior to it being applied.

- Normals cap at 0.1 (10%) scaling
- Specials cap at 0.3 (30%) scaling
- Supers cap at 0.6 (60%) scaling

Super Meter Data

Meter Gain

The super meter gain calculation is (((Damage * PlayerMult) * SuperMeterMultiplier) * InstallMultiplier). Let's break this down.

Damage - This is the raw damage of the move connecting before the damage scaling modifier is applied.
PlayerMult - This value changes based on a few factors:
- For the Attacking Player, the value is a multiplier of 0.225 (22.5%) on hit and 0.1 (10%) on block.
- For the Defending Player (or one being hit), it's always a flat 0.1 (10%) multiplier.
SuperMeterMultiplier - THis is the temp mulitplier used for things like the super meter gain up from Slyvan's slot machine and Derrick's energy drink, as well as the meter penalty from Reversals.
InstallMultiplier - The multiplier applied if a hcaracter is currently in an install. Most of the time it's a fixed 0.5 (50%).

To make this simpler to understand, meter gain usually going to be 22.5% of an attack's damage on hit, 10% of an attack's damage on block, and 10% of an attack's damage for a player blocking or getting hit. The length and damage scaling of a combo doesn't actually effect the meter gain in anyway at the moment.

Meter Penalties

Using a reversal inflicts a 75% meter gain penalty for 4 seconds. Supers have no meter penalty.

Clashes

Clashing in DoF occurs when two hitboxes collide and certain checks are met. If the two attacks are with 400 damage of each other, they will clash. Additionally, if both attacks are disjoints, they will clash regardless of the damage difference. When an attack clashes, it counts as it hitting so it can be canceled into any available cancels. If an attack deals more than 400 damage than the other, is disjointed while the other isn't, or is a super, it will overpower the other attack and hit. In effect, heavier attacks will generally beat weaker attacks but disjoints will usually win even if they are weaker.

Throw Data

Throws have variable startup across the cast, although 10F is standard. The throw tech window is 20 frames.

Landing Recovery

When landing from an empty jump or after an aerial completely recovers, you suffer no landing recovery. When landing with an aerial that has recovered yet or a move that doesn't recover until it reaches the ground, most characters suffer 5 frames of landing recovery. There are a few exceptions to this however. Baron and Donner have 10 frames of recovery. Shade has 7. Finally, Guy's varies depending on his status, with 14 by default, 7 while caffeinated, and 28 during crash.

Burst Data

Break Burst

For most characters, Break Bursts are fully invincible frames 1-20. The htibox is active from frame 9 to 31, and the total animation is 36 frames. They also bypass invincibility, meaning they hit characters even if they're currently invincible including Reversals.

Blast Burst

For most characters, Blast Bursts are invincible for the entire animation. The hitbox is active from frame 3 to 26, and the total animation length is 31 frames. On hit, besides the damage and hitstun resets, it refunds 30% burst to the user.

Burst Gain

In Neutral

Burst slowly regenerates at all times in neutral. The calculation for this is as follows:

Time.DeltaTime*BurstMeterMult.

Time.DeltaTime - A Unity calculation that is the interval in seconds from the last frame to the current one. It's used to try to minimize any discrepancy between frame rates and make it a clean and (mostly) accurate time scale.
- So with this Burst (from an empty meter at 0) would refill back to 100 in about 100 seconds.
BurstMeterMult - This is used for items like Derrick's energy drink to multiply the amount of Burst gained for a short period of time. Usually set to 1 by default.
On Hit

Burst also regenerates from being hit. The calculation is called for when the opponent is hit at a rate of once per attack (not once per hit, so multi-hits are called once). The calculation is as follows:

(NumberOfAttacks*0.6)*BurstMeterMult

NumberOfAttacks - A value that keeps track of the number of attacks performed in the current combo, increasing the burst amount gained based on that.

As a result of the number of attacks multiplier, the amount of Burst regained gets exponentially higher the longer a combo is.

Input Buffer

Duels of Fortune has no actual input buffer at all. The one exception to this is dash cancels, which can be buffered in advance, but aside from that everything must be input as is. This may sound difficult, and in a few specific spots it is, but combos and pressure strings in DoF tend to be open enough that this rarely comes up.

Chip Damage

All special moves and some command normals do chip damage. Regularly chip is 1/5 (20%) of a move's total damage but specific attacks do 1/8 (12.5%), notably multi-hit supers.

Non-Determinism + Lag

DoF is built on spaghetti code and as a result, the game's actual gameplay is tied to the frame rate and even with a consistent frame rate has inconsistencies. The main example of this is that frame data isn't consistent in game. While moves do have set data, in game this data tends to vary by 1-3 frame. It's rare it ever varies by more than 1 frame but it does happen. A normally 5F +2 move may become 6F +1, and such. Hitboxes can also be effected by this but it's much rarer. The bigger issue comes in in the case there's an actual lag spike. Usually when this happens, rather than freezing, the game appears to visually "skip" forwards, kind of like a rollback, but any hitboxes and frame data that was done during the skip is actually erased, even if the recovery isn't, resulting in moves not hitting but still whiffing and the like. These occurences are still rare, but do come up and can effect the game experience.

HKD Timer

The hard knockdown timer is roughly 1.5 seconds. This means that after a combo ending in an HKD, if you start a combo again before 1.5 seconds have elapsed it's impossible to end in another hard knockdown. Additionally, mid combo, if you HKD then do a move that HKDs before 1.5 seconds have passed then it will not HKD.

Navigation

General
Getting Started
FAQ
HUD & UI
Updates
Systems
Controls
Offense
Defense
Movement
Game Data
Azutron
Shoto
Clyde
Bosses
Baron
Black Heart
Callowman
Ember
Derrick
Annie
ERROR
Sylvan
Lumina
Johnson
Guy
Red
Rattlebone
Shiverskull
Doodle
Samurai