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[ SUPER STREET FIGHTER 4 STRATEGY GUIDE ]
Friday
Aug132010

Damage Scaling in Super Street Fighter 4

There are two types of damage scaling in Super Street Fighter 4, with both having an impact on the damage an attack or combo will deal on an opponent. 

The first is Vitality Scaling

As the name implies, the damage is scaled depending upon how much Vitality Guage (health bar) the opponent has when you do damage to him.  Once the opponent is down to 50% or less on their Vitality Guage, your attacks will do less damage.  See the table below for the points at which damage scaling increases and how much damage is scaled back. 

VITALITY SCALING
Vitality Guage of Opponent Damage Scaling
51-100% Your attacks do full damage
16-50% Your attacks do 90% of their full damage
1-15% Your attacks do 75% of their full damage

 

The second type of damage scaling is Combo Scaling 

The more attacks that are part of a single combo, the greater the damage scaling that will occur.  You really need to grasp this concept as a player because there are instances where a combo consisting of just a few attacks can actually do more damage than a combo which has many more attacks. See the table below for the effects of Combo Scaling on damage as the number of hits increase.

NOTE: The number of hits in a combo does not impact Combo Scaling damage. It is the number of actual attacks.  A Super Combo consisting of several hits still counts as only one attack.  The only exceptions to this are Focus Attacks and Ultras, both of which count as two attacks.  For example, if you Focus Attack into Ultra, it is considered to be a four attack combo and the combo will inflict 70% of its full damage.

Resets: Combo Scaling is why resets are so important. Resets are where you intentionally end a combo and use other moves or mix-ups to go into a new combo.  Instead of having one long combo which would have its damage heavily reduced due to Combo Scaling, you instead try land two smaller combos which are not scaled as much, so the overall damage output is greater.

Why is Combo Scaling in the game? To keep things fair. Some characters have rely on simpler combos with less hits and attacks. Some characters, such as Sakura, can string together very long combos consisting of many attacks and hits. If it were not for damage scaling, characters like Sakura could be very overpowered.

COMBO SCALING
Attack Damage Inflicted
First Your attack does 100% damage
Second The combo (or Focus Attack or Ultra: See Above) does 100% damage
Third The combo does 80% damage
Fourth The combo does 70% damage
Fifth
The combo does 60% damage
Sixth The combo does 50% damage
Seventh
The combo does 40% damage
Eighth
The combo does 30% damage
Ninth
The combo does 20% damage
Tenth and Higher
The combo does 10% damage

 

Putting it together

Let's say you do a five attack combo on an opponent who has 35% of his Vitality Guage remaining.  The five attack combo will be reduced to 60% of its full damage due to Combo Scaling.  That 60% damage will further be reduced by 10% (it inflicts 90% of its damage value) due to Vitality Scaling.

Tuesday
May182010

Character Changes from Street Fighter 4 to Super Street Fighter 4

This is a general list of changes to the original 25 Street Fighter 4 characters in Super Street Fighter 4.  It should be noted that, in general, damage has been reduced for almost all of the characters in the game.  If a damage reduction is mentioned in the table below, it is a notable reduction.

If you notice any errors or know of a change that should be added, contact us at admin@iplaywinner.com

CHARACTER CHANGES FROM STREET FIGHTER 4 TO SUPER STREET FIGHTER 4
Abel
  • Tornado Throw and Soulless (Ultra1) do less damage.
  • More invincibility on EX Falling Sky.
Akuma
  • Light Punch to Heavy Kick loop has been changed.
Balrog
  • Input for Dash Upper is more lenient.
Blanka
  • Recovery on Surprise Forward has been reduced.
  • Distances for Rolling Attack have been adjusted.
C.Viper
  • A few more frames of invincibility have been added to Heavy Punch Thunder Knuckle.
  • They have added a few frames of recovery to a blocked Flame Kick.
  • Crouching Medium Punch has some more priority to make it more useful as a counter poke.
Chun-Li
 
Cammy
  • Cannon Spike does less damage.
  • Spiral Arrow has less recovery.
Dan
  • Taunt now hits opponent.
Dhalsim

E.Honda
  • Sumo Headbutt now goes over Sagat Low Tiger Shots.
  • Light Punch and EX Sumo Headbutt have a few more frames of invincibility.
El Fuerte

Fei Long
  • Tenshin slightly improved.
Gen
  • All versions of Gekiro now throw invincible, and EX version is strike invincible.
  • Crane stance Crouching Medium Kick has some projectile invincibility, going under most fireballs.
  • Jump arcs and speeds have been adjusted.
  • Both Super Combos do slightly more damage.
  • Jyakoha (Crane Super Combo) starts up faster.
  • Zan'ei (Mantis Super Combo) recovers faster.
  •  All Oga wall dives travel faster and leave the wall/cieling faster.
  • Medium Kick cancel to Hyakurenko loop is pretty much gone due to move property adjustments.
  • General property adjustments to several Gen normals.
  • Heavy Punch Hyakurenko (Hands) can now be super-cancelled on all 4 hits, making combos into Super much easier.
  • Gen's backdash improved. Instead of going from invincibility frames to grounded state, he goes from invincibility frames to airborne frames. This reduces the opponent's ability to deal big damage if Gen's backdash is caught.
Gouken

Guile
  • Reduced charge time on Sonic Boom!
  • Flash Explosion damage increased. 
  • New "sunglasses" move.
Ken

M. Bison

Rufus
  • EX Snake Strike damage reduced.
  • Damage on Dive Kick reduced.
Ryu
  • Ryu's Medium Punch and Heavy Punch Shoryuken are now two hits.
  • Invincibility reduced on Shoryuken and damage also reduced. 
  • Shoryuken no longer trades into Metsu Hadoken.
Rose
  • Damage on all versions of Soul Throw have increased. 
  • Soul Reflect now has an improved active frames window, making it easier to reflect or absorb projectiles.
  • Hard Punch Soul Relect can now combo into Soul Throw.
  • Crouching Heavy Punch increased damage. 
  • Faster Recovery on Soul Spark.
Seth
  • Tanden Stream no longer hits an opponent who jumps over a Sonic Boom. 
  • More recovery on Yoga Teleport. 
  • Jumping Heavy Punch executes faster.
Sagat
  • Tiger Uppercut does less damage.
  • New "Angry Scar" special move added.
Sakura
  • Jumping Medium Kick now crosses up.
Vega
  • It takes longer to knock off Vega's claw. 
  • Bloody High Claw hits during the initial jump.
  • Heavy Punch, Crouching Medium Punch, EX Flying Barcelona Attack works on all characters.
Zangief