Duels of Fortune/Game Data: Difference between revisions
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{| class="wikitable sortable" style="text-align: center" | {| class="wikitable sortable" style="text-align: center" | ||
|+ DoF Character Data | |+ DoF Character Data | ||
! Character !! {{Tooltip | text=Total Health| hovertext=How much damage they can take}} !! {{Tooltip | text=Ground Speed| hovertext= | ! Character !! {{Tooltip | text=Total Health| hovertext=How much damage they can take}} !! {{Tooltip | text=Ground Speed| hovertext=How fast a character walks}} !! {{Tooltip | text=Air Speed| hovertext=How fast a character can air drift}} !! {{Tooltip | text=Forward Dash Stats | hovertext=Listed in the format of Velocity/First Movement Frame/Frame Movement Ends. If a char has a run, the run speed is listed}} !! {{Tooltip | text=Back Dash Stats| hovertext=Listed in the format of Velocity/First Movement Frame/Frame Movement Ends. If a char has a run, the run speed is listed}} !! {{Tooltip | text=Forward Air Dash Stats| hovertext=Listed in the format of Velocity/First Movement Frame/Frame Movement Ends. Air dashes work differently, so the velocities appear much greater when they aren't.}} !! {{Tooltip | text=Back Air Dash Stats| hovertext=Listed in the format of Velocity/First Movement Frame/Frame Movement Ends. Air dashes work differently, so the velocities appear much greater when they aren't.}} !! {{Tooltip | text=Jump Startup| hovertext=Measured in frames}} | ||
|- | |- | ||
| Clyde || 24000 || 11 || 11 || Run, 30 || -30/3F/18F || 4 | | 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 || 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 || 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 || 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 || 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 || | | 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 | ||
|- | |- | ||
| Donner || 20000 || 7 || 6 || Run, 25 || -40/2F/17F || | | 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|| 30 | |||
|} | |} | ||
== Damage and Hitstun Modifiers == | == Damage and Hitstun Modifiers == | ||
=== Launchers === | === 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 | 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 === | ||
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 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 === | ||
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. | 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.<br> | |||
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.<br> | |||
After the modifiers are set, the scaling is applied. This is as follows:<br> | |||
ScaledDamage=NewDamage*Scaling<br> | |||
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 == | == Super Meter Data == | ||
=== Meter Gain === | === Meter Gain === | ||
The super meter gain calculation is (((Damage * PlayerMult) * SuperMeterMultiplier) * InstallMultiplier). Let's break this down.<br> | |||
:''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 is 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. | |||
Supers have no meter penalty. | === Meter Penalties === | ||
Using a reversal inflicts a 75% meter gain penalty for 4 seconds. Supers have no meter penalty although generally install supers reduce meter gain to 50% while they're active. | |||
== Clashes == | == Clashes == | ||
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== Landing Recovery == | == 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. | 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:<br> | |||
Time.DeltaTime*BurstMeterMult.<br> | |||
:''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:<br> | |||
(NumberOfAttacks*0.6)*BurstMeterMult<br> | |||
:''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 == | == Input Buffer == |
Latest revision as of 02:29, 18 May 2024
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 | 30 |
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 is 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 although generally install supers reduce meter gain to 50% while they're active.
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.