Under Night In-Birth/UNI2/Damage and Combo System
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) × (Character Combo Rate × Distance Penalty) × (proration of all the preceding hits in a combo)
- 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. |
Next hit onwards |
Combo Rate | Applied 2nd hit onward. Everyone has 72% combo rate. | 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 |
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 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.
- Same Move Proration
- Certain moves have a quality called Same Move Proration: using the same attack twice or more in a sequence will change their usual proration to a lower number.
- 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:
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.
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 time 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. |
Finally, this number (after multiplying P2 of the hit itself) is used to determine the decay of the hit:
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 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:
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:
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.