Description
Damage scaling is a balancing mechanism in fighting games designed to prevent overly powerful combos from being too dominant. When a player lands a series of consecutive attacks (a combo), the damage inflicted by each subsequent hit is reduced progressively. This ensures that no single combo can deplete an opponent's health bar too quickly, promoting strategic play and giving the opposing player a fair chance to counter or defend. The exact formula for damage scaling can vary between games, with some reducing damage more aggressively than others. Overall, damage scaling maintains fairness and encourages players to explore a variety of moves and strategies, rather than relying on a few high-damage combos.
Examples
- In 'Street Fighter V,' a combo's damage starts scaling after the third hit, with each subsequent attack dealing less damage than the previous one. For example, if a sequence begins with a powerful punch followed by several jabs and kicks, the jabs and kicks will progressively do less damage.
- In 'Tekken 7,' damage scaling is particularly evident in long juggle combos. As a character continues to hit an opponent in the air, each additional strike does reduced damage, ensuring that even the most extended juggle won't instantly end the match.
Additional Information
- Damage scaling helps maintain a balance between offensive and defensive play styles.
- Understanding damage scaling can be crucial for advanced players who want to maximize their combos' efficiency.