What's new

Frame Data Damage Totals?

Galactic Geek

Losing is learning; winning is succeeding.
While in the lab with Lex, I noticed something about the frame data. It doesn't give the total damage for the combos. For example, his normal, 1, does 2% damage. If you then do 11, it does 2% damage for the 1st hit & 1.9% for the 2nd hit, but the frame data will only read 1.9% for the 11 combo. If you do 112, the same thing happens - it only shows the damage of the final hit of the combo. In some cases like with 11 above, if you perform that combo, the total damage rounds up to 4% according to the on-screen combo pop-up. My question here is 2-fold: 1) Why doesn't the frame data just show the total damage of every single hit from a particular combo rather than just the final hit; & 2) Why does the damage round up or down despite the frame data info?
 

Grave__Intent

Death's Trusty Side-Kick!
Yea, it's called damage scaling. I think I've mentioned it before but after 9 hits most single inputs only give +1% or +2% that shows on the screen. It seems the total damage of moves before the 9% is still also slightly scaled (as the OP said) but it doesn't become apparent until around 9 hits. Some characters seem to scale earlier or later than 9 but most are about 9 hits it seems.

Your right the Frame data dose not show the correct damage also. Just guessing but the damage seems to be added after all the frames of a move and when a move is canceled into another move it seems to make it scale more for some odd reason, doing less damage.
 
*sigh* I actually read your post.

I reckon NRS wanted to give users a way to know the exact data for any given attack in any given attack string. The frame data works in a similar fashion and thus allows for more complex frame data extrapolation.
 

Galactic Geek

Losing is learning; winning is succeeding.
*sigh* I actually read your post.

I reckon NRS wanted to give users a way to know the exact data for any given attack in any given attack string. The frame data works in a similar fashion and thus allows for more complex frame data extrapolation.
Why not offer damage totals for each hit then, with the total at the end?

1st hit: 2%
2nd hit: 1.9%
total hits: 4%

I don't think it would be too hard for them to do.