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Question - A-List Damage Scaling

LeftOverShark

Tick Throw Specialist
Not sure if there is a thread about this already, but we all know F24,D1,F3,NP does 21% damge. Why is it that when you do F24SKRC,D1,F3,NP you get 20%? I mean its 1% isn't a huge deal, but I just find it strange. Is this a bug, incorrect scaling or is this how its supposed to be? Also if this thread has already been posted close this one and direct me to it. Thanks Cage community!

Edit: Here is a video showing what Im talking about to beter explain. Also this isn't my video.
 
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Wigy

There it is...
I think its just a way of counteracting the whole fact he can string about 8 normals without launching or using meter.

Kind of like how all projectiles which come back (tanyas laos etc) scale very high.
 

LeftOverShark

Tick Throw Specialist
I think its just a way of counteracting the whole fact he can string about 8 normals without launching or using meter.

Kind of like how all projectiles which come back (tanyas laos etc) scale very high.
Well I know they decreased scaling on laos hat, I guess that makes since though. Im saying that its strange that it would do that as a starter though. This cancel is actually tough for me to do. I haven't practiced it as much as I have f3,4 or 113skrk or f3skrc seems like it could be a useful way to check your opponent. If it f24skrc hits just finish the combo as you normally would and if it doesn't your plus and safe. Pretty much why I love A-list, he's safe and cancels are really fun as well as satisfying!

Edit: I thought you could only do 2 cancels per combo though? The third one fully charges.
 

Wigy

There it is...
Well I know they decreased scaling on laos hat, I guess that makes since though. Im saying that its strange that it would do that as a starter though. This cancel is actually tough for me to do. I haven't practiced it as much as I have f3,4 or 113skrk or f3skrc seems like it could be a useful way to check your opponent. If it f24skrc hits just finish the combo as you normally would and if it doesn't your plus and safe. Pretty much why I love A-list, he's safe and cancels are really fun as well as satisfying!

Edit: I thought you could only do 2 cancels per combo though? The third one fully charges.
I meant 8 hits. Like 113 rc b34 skc 333np or something

Thats 8+8+18 without launching (unscaled) most characters get a 15% string in before launching
 

LeftOverShark

Tick Throw Specialist
I think its just a way of counteracting the whole fact he can string about 8 normals without launching or using meter.

Kind of like how all projectiles which come back (tanyas laos etc) scale very high.
I meant 8 hits. Like 113 rc b34 skc 333np or something

Thats 8+8+18 without launching (unscaled) most characters get a 15% string in before launching
oh hits not combo length sorry I misunderstood.
 

Dizzy

False Information Police Officer
Premium Supporter
NetherRealm Studios
Simple explanation for any character that has specials moves you can run cancel. Run cancelled specials during a combo adds to damage scaling.
 

LeftOverShark

Tick Throw Specialist
Simple explanation for any character that has specials moves you can run cancel. Run cancelled specials during a combo adds to damage scaling.
Okay I understand now. Im not losing sleep over 1%, just wanted to understand why. Thanks for explaining Dizzy!
 

Dja_Homies

Kaz...... I'm already a Fiddle.
Like dizzy said each cancel scales a little such as if you do a run cancel combo such as f3 rc f3 rc 12 hold 1 into the combo in the corner you lose damage instead of gaining. So my advice for A list is to hitconfirm and do one cancel only so you get more damage instead of losing damage.
 

LeftOverShark

Tick Throw Specialist
Like dizzy said each cancel scales a little such as if you do a run cancel combo such as f3 rc f3 rc 12 hold 1 into the combo in the corner you lose damage instead of gaining. So my advice for A list is to hitconfirm and do one cancel only so you get more damage instead of losing damage.
Thats what I usually do, I don't like to do multiple cancels in one pressure string for that reason. If I can't open them up with my pressure after a cancel. I will back dash to bait out armor or a poke, go into a couple of 1 or 11 strings into a throw or I will just d4 into f2 usually opens people up all depends on much respect my oppoenent is showing.
 

kelevra

Steel cable bungee jumper
Like dizzy said each cancel scales a little such as if you do a run cancel combo such as f3 rc f3 rc 12 hold 1 into the combo in the corner you lose damage instead of gaining. So my advice for A list is to hitconfirm and do one cancel only so you get more damage instead of losing damage.
Youre right about the corner combo's aside from one (retarded hard Execution) exception.
Midscreen tho its a whole different Story because all his hard hitting combos involve two cancels and me personally i always try to maximize when i manage to get in.
I mean, even on block its worth it for the amount of Chip and Meter you get out of it.
 

The_Tile

Your hole is mine!
Thats what I usually do, I don't like to do multiple cancels in one pressure string for that reason. If I can't open them up with my pressure after a cancel. I will back dash to bait out armor or a poke, go into a couple of 1 or 11 strings into a throw or I will just d4 into f2 usually opens people up all depends on much respect my oppoenent is showing.
I actually do this too in pressure. I'll do one cancel then just end the pressure in 114 to stay plus without meter. Like 333xxSKRC, 114. This also leaves you at a perfect range to do slight walk back and whiff punish any pokes if the opponent tries to poke back and when they start to respect it go for another F3 into more pressure.