Damage Scaling Guide

The Damage Scaling for the Combo System in TEKKEN 6 has changed since the previous TEKKEN.  Previously, the damage scaling for a combo was:

Launcher (100%), 70% for first “air” hit, and then 50% for each hit afterward.

In TEKKEN 6, the damage scaling for a combo is now:

Launcher (120%), 60% for first “air” hit, 50% for next two hits, 45% for next three, 40%, and so on…

Why 120%?  Regular standing hits normally recognized as hitting for 100% in previous TEKKENs are now recognized as hitting for 120% in TEKKEN 6.  The damage scalings that follow are proportionate given the regular damage is hitting for 120%.  For this purpose, damages in our TEKKEN 6 sections are listed as hitting for 120% unless otherwise noted.

The above damage scaling for a combo includes any bounds and wall hits inbetween.  So whether you bound now or bound later, when in the combo sequence the hit actually hits will determine how much scaled down the damage of the hit will be.

Now, this may seem confusing trying to calculate damages for different combos off-hand… But wait! What we’ve done for you is provide the below conversions to help you calculate combo damages given the numbers that are listed both here and in-game.  Thus, given the numbers listed, you can calculate your damage scaling for a combo in TEKKEN 6 as follows:

Launcher (“100%”), “50%” for first “air” hit, “42%” for next two, “38%” for next three, “33%” and so on…

Please note damages are rounded down during these calculations.

Standing Hit String

Hits Damage % Dmg% Given Listed Note
1 120 100 Standing Hit
2 120 100
3 120 100
4 120 100
. . .
. . .
. . .

Standing CH String

Hits Damage % Dmg% Given Listed Note
1 variable variable Standing Hit
2 120 100
3 120 100
4 120 100
5 120 100
. . .
. . .
. . .

Combo Starting from Normal Hit Launcher
(damage scaling includes all bounds, wall hits)

Hits Damage % Dmg% Given Listed Note
1 120 100 Launcher
2 60 50 First “Air” Hit
3 50 42
4 50 42
5 45 38
6 45 38
7 45 38
8 40 33
9 40 33
10 40 33
11+ 30 25

Combo Starting from CH Launcher
(damage scaling includes all bounds, wall hits)

Hits Damage % Dmg% Given Listed Note
1 variable variable Launcher
2 60 50 First “Air” Hit
3 50 42
4 50 42
5 45 38
6 45 38
7 45 38
8 40 33
9 40 33
10 40 33
11+ 30 25

Combo Starting if first hit catches an opponent in the air; catches an opponent rolling forward or back; or after a Standing Wall Stun hit
(damage scaling includes all bounds, wall hits)

Hits Damage % Dmg% Given Listed Note
1 60 50 First “Air” Hit
2 50 42
3 50 42
4 45 38
5 45 38
6 45 38
7 40 33
. . .
. . .

If move hits Grounded Opponent
(damage scaling applied to moves that can hit grounded)

Hits Damage % Dmg% Given Listed Note
1 100 83 Hits Grounded
. . .
. . .

If move hits Opponent Falling from Wall
(move hits just as opponent touches ground when falling from wall)

Hits Damage % Dmg% Given Listed Note
1 70 58 Falling from Wall
. . .
. . .

All Throws
(includes standing, air, wall, and ground throws)

Hits Damage % Dmg% Given Listed Note
1 100 100 Successful Throw
. . .
. . .

Additional Damages
(caused through wall hits, wall breaks, and ground breaks)

Additional Hit Additional Damage Note
Wall Hit +1
Float to Wall +1
Wall Break +0 Wall Stuns
Ground Break +5 Causes Floor Bound

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