Under Night In-Birth/UNI2/Damage and Combo System

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Damage Scaling

As more attacks are added to a combo, each attack progressively does less damage due to damage scaling (also known as damage proration). To determine how much damage the second hit onwards (the first hit always deals 100% damage) in a combo will deal, there is a formula:

Damage = (Base Damage of the attack) × (Combo Rate × Distance Penalty) × (proration of all the preceding hits in a combo) × (bonus modifier) 
  • All the truncation happens after each multiplication and always round down, but cannot go under 1

The proration stacks multiplicatively. For example, for the third hit of a combo, proration = floor (proration of first hit × proration of second hit).

Proration Type Description Applies To
Proration Applied by every attack of a combo.
  • Some multi-hit attacks will apply proration only once, regardless of how many hits connect, while some apply proration for each hit.
    These will be noted in the frame data with multiple proration values.
  • Certain moves will apply a different proration if it is the first hit of a combo.
    Such exceptions will be written as X(P1)/Y(P2), where proration X will apply if the combo starts with this move and proration Y will apply otherwise.
Next hit onwards
Combo Rate Applied 2nd hit onward. Everyone has 72% combo rate.
Not all attacks will take Combo Rate into account (see below).
2nd hit onwards
Distance Penalty Only applies when the distance between you and the opponent is more than 350 pixels, in which the formula is:
100 - (Distance between you and the opponent - 350) * 8 / 250

This number has a lower cap of 92.

2nd hit onwards
Bonus Modifier A special modifier that applies under some circumstances. Depends

Bonus Modifiers

Same Move Proration
2A and 5A have a quality called Same Move Proration: canceling 5A/2A to itself will grant you an extra penalty proration. This penalty will repeatedly stack for each extra self cancel that hits.
Self Cancel Penalty
Character 5A > 5A penality 2A > 2A penality
Carmine, Vatista, Tsurugi 98 98
Gordeau, Yuzuriha 97 98
Everyone else 98 97
Smart Steer Ender

Damage for Smart Steer Ender is a little bit more trickier:

  • Performing Smart Steer Ender by the Smart Steer combo will simply grant you a flat bonus proration that is character dependent:
Smart Steer Ender Bonus
Character Bonus Character Bonus
Hyde 110 Nanase 145
Linne 91 Byakuya 168
Waldstein 110 Akatsuki 153
Carmine 130 Chaos 135
Orie 150 Wagner 138
Gordeau 115 Enkidu 138
Merkava 108 Londrekia 155
Vatista 128 Tsurugi 157
Seth 145 Mika 146
Yuzuriha 150 Kaguya 168
Hilda 133 Kuon 153
Eltnum 135 Phonon 150
  • Performing Smart Steer Ender directly instead will have a more complicated formula which is independent of character:
Bonus = [(Combo Point Bonus) - (Over Damage Penalty)] × (Distance Penalty) 
Type Description
Combo Point Bonus The more Combo Points you have, the higher the proration.
  • If one has at least 65 CP, then the value is 150;
  • If one has less than 65 CP but has at least 36 CP, then the value is 140;
  • If one has less than 36 CP but has at least 22 CP, then the value is 120;
  • Otherwise, the value is 100.
Over Damage Penalty The more damage the combo already dealt, the lower the proration.
This penalty only applies when the combo damage exceeds 1000, in which the formula is:
Over Damage Penalty = 0.3 × (min{Combo Damage - 1000, 1300} / 13)

For example, performing Smart Steer Ender after doing a combo dealing more than 2300 damage will give you a -30 penalty.

Distance Penalty Only applies when the distance between you and the opponent is more than 350 pixels, in which the formula is:
100 - (Distance between you and the opponent - 350) * 8 / 250

This number has a lower cap of 85.

Exceptions

Certain other mechanics can affect how much damage an attack or combo deals.

Series of hits counted as 1 hit
Most of the multi-hitting attacks (or a series of follow-ups) are considered only 1 hit in the scaling. This has the most significance when it is the first hit of the combo, as all the hits of this move will not be affected by the Combo Rate. Such exceptions will be written by (1 hit) in the notes.
Normal throw that GRD breaks
Normal throws that cause a GRD break will have its base damage increased by 10%. Combined with the bonus damage (see below), a GRD break throw will deal 21% more damage than usual.
Moves that ignores Combo Rate
Certain moves ignores Combo Rate; that is, they never suffer from the 72% damage penalty when the move hits. This attribute can be found on all IWEXS moves, and only a handful of exceptions.
Chain Shift
Chain Shift when used in a combo increases the proration by 20% (multiply by 1.2). The result of multiplication cannot exceed 80.

Minimum Damage

All moves will do at least 1 damage at minimum. For certain moves however the minimum damage will change accordingly to deal a certain percentage of their original move damage; usually EX version of the specials and Infinity Worths have this property.

Despite the name "Minimum Damage" might suggest, the Minimum Damage will also scale depending on various situation:

Penalty multiplier for Minimum Damage
Situation Health > 30% or
Health <= 30% but gain Vorpal during combos
Health <= 30%
2+ EX moves in a combo 50% 60%
Second IW in a combo 30% 40%
Veil-Off[*] 65% 80%
Cross Cast Veil-Off[*] 60% 80%
Combos starting from normal throws 80%
Combos starting from invincible moves 60%
  • [*] Only applies to the current combo when Veil-Off is activated.

When there are multiple possible penalties that can be applied, the penalty with the lowest value will be used.

Exceptions

There are some special multipliers, all of them will stack multiplicatively if a previous penalty exists:

  • Using an IW after using 2 EX moves in combos will give you a 120% bonus multiplier on the Penality. This means that EX > EX > IW in practice will deal 60% (72% if low health) Minimal Damage.
  • Carmine's 22C (Launch!) has a 90% Penalty when move hits.
  • Seth's j.214B (Piercing Penetration) has a 70% Penalty when move hits a blocking opponent.

Minimum damage is calculated after all normal combo scaling effects written above, but before bonus damage.

Bonus Damage

Vorpal, Celestial and Veil Off are the main ways to deal bonus damage. Those bonuses stack additively rather than multiplicatively.

Bonus Damage
Situation Bonus
Vorpal +10%
Celestial +10%
Opponent getting GRD Break +10%
Cross Veil-Off +20%
Veil-Off +20%


Combo Decay

As a combo goes on, the amount of hitstun each attack deals is reduced as it reaches certain thresholds. Hitstun/Untechable decay is determined by the moves that had used in the combo, as well as what starter is used. It is determined by the Combo Points, which can be calculated by the following formula:

Combo Points = (P1 of the first hit × Bonus Modifier) × (P2 of all the preceding hits in a combo except first hit)  
  • All the truncation happens after each multiplication and always round down, but cannot go under 1
Proration Type Description
P1 Apply if it is the first hit of the combo.
Bonus Modifier Modifier that applies to only P1 under certain circumstances.
P2 Apply if it is not the first hit of the combo.

Some multi-hit attacks will apply proration only once, regardless of how many hits connect, while some apply proration for each hit.
These will be noted in the frame data with multiple proration values.
Same Move Proration will also change the value of P2: using the same attack twice or more in a sequence will change their usual proration to a lower number.

Finally, this number (after multiplying P2 of the hit itself) is used to determine the decay of the hit:

Combo Decay (Standing Hitstun)
Combo Points Standing Hitstun
X >= 35 -0F
29 <= X <= 34 -1F
24 <= X <= 28 -3F
19 <= X <= 23 -4F
14 <= X <= 18 -5F
10 <= X <= 13 -7F
6 <= X <= 9 -10F
3 <= X <= 5 -14F
X < 3 -99F

Every move also has a lower limit on the decay that will prevent the hitstun to decay further. This number is usually half of their hitstun (rounded up), so for example:

  • A 14F hitstun move will have a minimum of 7F hitstun (so at max -7F);
  • A 17F hitstun move will have a minimum of 9F hitstun (so at max -8F);
  • A 19F hitstun move will have a minimum of 10F hitstun (so at max -9F).
Combo Decay (Untechable)
Combo Points Untechable
X > 64 -0F
36 <= X <= 64 -1F
28 <= X <= 35 -3F
22 <= X <= 27 -4F
17 <= X <= 21 -5F
13 <= X <= 16 -6F
10 <= X <= 12 -8F
7 <= X <= 9 -10F
3 <= X <= 6 -15F
X <= 2 -99F

Every move also has a lower limit on the decay that will prevent the untechable to decay further, if met:

Untechable limit
Moves Untechable limit
B air normals 6F
B ground normals 7F
C air normals 8F
C ground normals 11F
Other moves, Specials Varies, usually half of their raw untech (rounded down)
Cross Veil Off 999F?

Special Modifers

Bonus Modifier
  • If the first hit is an Assault normal, the combo will have a 60% penalty.
  • If the first hit is a Counter hit from moves that are not A normals, the combo will have a 120% bonus.
    • Moves like 5A, 2A, j.A or any A normals (Low Breaks), will not receive this bonus.
    • This will override the Assault penalty. In case of an Assault j.A, the Assault penalty will be removed, but does not apply the 120% bonus.
  • If the first hit causes a GRD Break, the combo will have a 140% bonus. This will override the Assault penalty.
Chain Shift
  • Chain Shift when used in a combo increases the Combo Points by 50%.
  • If you either possess more than 6 GRD blocks when Chain Shifting or you are in Celestial, Chain Shift increases the Combo Points by 70%,

The result of multiplication can never exceed 100 at any point.

Cross Veil-Off

Cross Veil-Off increases the untechable depend on how many Combo Points you still have left:

CVO Bonus
Combo Points Untechable
X >= 64 +6F
50 <= X <= 63 +5F
38 <= X <= 49 +4F
24 <= X <= 37 +3F
12 <= X <= 23 +2F

Cross Veil-Off will not increase standing hitstun.

Special Combo limits

Wall/Ground bounces

Every combo has a limit of 3 Wall Bounces or Ground Bounce. When the limit is exhausted, the combo is forced to end.

Jump cancel

Every combo can only use a jump cancel once.

Increasing Hitstun

Crouching hit

Crouching opponents suffer 1F more hitstun compared to standing opponents - this can lead to new combo opportunities!

Counter hit

When a move counter-hits the opponent, they experiences extra hitstop (in case of air hits, the untechable is increased) that allows you to combo into things where you usually can't when in normal hit. The extra hitstop depends on the types of moves, but generally they will do extra 2-3 frames of hitstop. Certain moves will also inflict special effects on counter hits.

While it doesn't increase the actual hitstun, it is more convenient to think that the extra hitstop gives extra hitstun on the first hit, as the hitstop only applies to them.


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