Duels of Fortune/Game Data: Difference between revisions
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== 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 == | == Throw Data == |
Revision as of 22:50, 14 May 2024
Character Data
Character | Total Health | Walk Speed | Forward Dash Velocity (Duration) | Back Dash Duration | Jump Startup | Throw Startup | Reversal Startup |
---|---|---|---|---|---|---|---|
Clyde | 24000 | X | X (N/A) | 19 | 4 | 10 | 19 |
Annie | 20000 | X | X (X) | X | 4 | X | X |
Rattlebone | 24000 | X | X (X) | X | 4 | X | X |
Shoto | 20000 | X | X (X) | X | 4 | X | X |
Derrick | 23000 | X | X (X) | X | 4 | X | X |
Red | 26000 | X | X (X) | X | X | X | X |
Baron | 30000 | X | X (X) | X | X | X | X |
Sylvan | 25000 | X | X (X) | X | X | X | X |
Shiverskull | 22000 | X | X (X) | X | X | X | X |
Lumina | 23000 | X | X (X) | X | X | X | X |
Black Heart | 24000 | X | X (X) | X | X | X | X |
Guy | 18000 | X | X (X) | X | X | X | X |
Callowman | 27000 | X | X (X) | X | X | X | X |
Doodle | 22000 | X | X (X) | X | X | X | X |
ERROR | 21000 | X | X (X) | X | X | X | X |
Johnson | 26000 | X | X (X) | X | X | X | X |
Ember | 25000 | X | X (X) | X | X | X | X |
The Masked Oni | 20000 | X | X (X) | X | X | X | X |
The Pill | 18000 | X | X (X) | X | X | X | X |
Zorb | 25000 | X | X (X) | X | X | X | X |
Shooting Star | 20000 | X | X (X) | X | X | X | X |
Tiny Evil Clyde | 18000 | X | X (X) | X | X | X | X |
The Mask | 22000 | X | X (X) | X | X | X | X |
Shade | 25000 | X | X (X) | X | X | X | X |
Donner | 20000 | X | X (X) | X | X | X | 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 9 hits instead of 10).
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 (most notably Baron's Grand Brightstar Bomber). Blast burst will also reset damage scaling by at most 60% (if a combo reaches the max scaling of 10%, it will go back to 70%). 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.
Super Meter Data
Meter Gain
How much meter a move gains correlates directly to how much damage it does. For example, a move like Baron' 624S which does a huge amount of damage in a single-hit builds a chunk of bar pretty much whenever it's used.
Opposing characters build roughly 2/3 (research needed) of the meter their opponent builds.
Guard breaking an opponent causes the move to build significantly more meter than normal, around 75% more.
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. Johnson and Shade have 7. Ember has 6 frames. Finally, Guy's varies depending on his status, with 15 by default, 8 while caffeinated, and 27 during crash.
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.