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Pokkén Tournament Damage Scaling

JOE!

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I've noticed that there is a sort of "Stale Moves" in effect called damage scaling in the game that almost discourages combos. For example, chaining 3 hits -> super may do even less damage than a raw super itself!

Does anyone have any data on how this works?
 

IsmaR

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Damage scaling occurs once you hit a specific damage cap in a string/combo, not because moves get stale. The easiest way to test/see this for yourself is using Charizard's Seismic Toss > Searing Blaze.

Doing the raw Burst attack can/does usually do more total damage, but that's the price you pay for getting a hit confirm into burst (guaranteeing damage at all) rather risking whiffing it.

This is also true for aerial juggle/reset. Once you do enough damage/do it too many times, you'll actually cause a phase shift.
 

Jexulus

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Damage scaling is a standard fighting game mechanic where long combos are possible. In this game in particular, it only really matters with Synergy Burst attacks since the effect is rather minuscule on standard moves due to their comparatively lower attack power. This is why predicting your opponent is so important; to optimize damage from your super.

It's also the reason why Mewtwo's Psydisaster is one of the best in the game, because you'd be hard-pressed to hitconfirm into a grab and it does 241 damage raw. And it's almost always raw.
 

JOE!

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Do we have any sense of how it works exactly? Is it sort of like:

Move 1: 100%
Move 2: 80%
Move 3: 60%
Etc... ?
 
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