Ribx
Noob
After running a few tests with Scorpion, I ran into an interesting aspect of the scaling mechanics.
Apparentely, starting a combo with neutral jumping Punch for scorpion somehow gives him a 10-12% damage boost in a particular combo.
Anything with a neutral jumping Punch in his combos boosts his damage greatly.
That meant it was either a bug in the percentage counter (showing the wrong %), or a scaling bug.
Example:
2,1 xx Spear, nj. Punch, dash, b+2, j.K xx Teleport, dash 1, 1 xx Takedown = 40%
Same combo as above but with crossover jumping punch instead of neutral jumping punch= 34%.
Considering the difference in both nj.P and j.P is a mere 1%, it made no sense whatsoever.
And neglecting to use either in that combo= 31%.
Basically, 31% is about right in that case.
And if you used a crossover punch, j.P (which is 4% damage), then 4% scaled to 3% and whatnot... it would end up as 34% I believe. It's fine and dandy.
The problem is that a neutral jumping punch, nj.P is not supposed to add 9% damage to a combo.
I ran a little test, and noticed that the neutral jumping Punch makes the scaling pretty crazy.
A simple combo like:
nj.Punch, dash, b+2, j.K xx teleport will translate into
6%+8% on the j.k and teleport respectively.
With a crossover punch instead of a nj.Punch you get
5%+6% respectively.
And just for shits and giggles, if you don't even use a punch, and start with b+2 instead, they'll do 5%+6% too.
Conclusion: after a few tests, I found out that it's not a % counter error. It's indeed a glitch in which every hit following a neutral jumping Punch does increased damage.
It also applies to every character in the game, and it only affects certain moves.
Another short example:
Subzero.
nj.P, dash, 2,2,2 = 16%
2, 2, 2 -> 5% 2% 5% respectively.
j.P, 2,2,2 = 17%
2, 2, 2 -> 5% 3% 6% respectively.
Odd, isn't it?
But if you do:
nj.P, dash, Uppercut = 16%
Where the Uppercut did 11%
Whereas
j.P, Uppercut = 11%
Where the Uppercut did 7%
Different moves are affected differentely by the neutral jumping punches.
Actually, I'm starting to believe it's not just the neutral jumping punches. Several moves in the game interact very oddly between each other depending on which was done first, etc.
Run the tests yourselves.
Apparentely, starting a combo with neutral jumping Punch for scorpion somehow gives him a 10-12% damage boost in a particular combo.
Anything with a neutral jumping Punch in his combos boosts his damage greatly.
That meant it was either a bug in the percentage counter (showing the wrong %), or a scaling bug.
Example:
2,1 xx Spear, nj. Punch, dash, b+2, j.K xx Teleport, dash 1, 1 xx Takedown = 40%
Same combo as above but with crossover jumping punch instead of neutral jumping punch= 34%.
Considering the difference in both nj.P and j.P is a mere 1%, it made no sense whatsoever.
And neglecting to use either in that combo= 31%.
Basically, 31% is about right in that case.
And if you used a crossover punch, j.P (which is 4% damage), then 4% scaled to 3% and whatnot... it would end up as 34% I believe. It's fine and dandy.
The problem is that a neutral jumping punch, nj.P is not supposed to add 9% damage to a combo.
I ran a little test, and noticed that the neutral jumping Punch makes the scaling pretty crazy.
A simple combo like:
nj.Punch, dash, b+2, j.K xx teleport will translate into
6%+8% on the j.k and teleport respectively.
With a crossover punch instead of a nj.Punch you get
5%+6% respectively.
And just for shits and giggles, if you don't even use a punch, and start with b+2 instead, they'll do 5%+6% too.
Conclusion: after a few tests, I found out that it's not a % counter error. It's indeed a glitch in which every hit following a neutral jumping Punch does increased damage.
It also applies to every character in the game, and it only affects certain moves.
Another short example:
Subzero.
nj.P, dash, 2,2,2 = 16%
2, 2, 2 -> 5% 2% 5% respectively.
j.P, 2,2,2 = 17%
2, 2, 2 -> 5% 3% 6% respectively.
Odd, isn't it?
But if you do:
nj.P, dash, Uppercut = 16%
Where the Uppercut did 11%
Whereas
j.P, Uppercut = 11%
Where the Uppercut did 7%
Different moves are affected differentely by the neutral jumping punches.
Actually, I'm starting to believe it's not just the neutral jumping punches. Several moves in the game interact very oddly between each other depending on which was done first, etc.
Run the tests yourselves.