Damage Data for V5.0/5.0a (updated 27/03/13)

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Damage Data for V5.0/5.0a (updated 27/03/13)

Postby BigDarsh » Tue May 29, 2012 1:07 am

Damage Data v3.0
(avaible for SoRR v5.0 & v5.0a)

Technical Stuff:

Spoiler: show
Weapon SoR2: to save some time (don't know if this affect weapon damage)

Pause Delay: Remake (SoR3 pause delay is a bit glitchy and some hits miss)

Difficulty: Hard (To be sure enemies will not step too fast in order to properly connect
multi hits attacks)

Tested with SoRMaker stage 1a (I made several of them)
All stage were full of galsia sor2. They all came one by one.
The first one X HP, the second X+1 HP etc. Except:
-Bystanders damage for attack throw were tested on signal2.
-Hold kick, Hold toss and Bystanders damage for these were tested on Vice.
-Tricky Multi-hits attacks were tested also on SoR3 Bongo for a better aiming.

About * Attacks: most of them has been design to hurt several enemies so I've decided
just to calculate only the max damage + knockdown that you can get from a star attack
on one galsia 2. Sometimes, it's involving missing first hit(s) of the move.
It's is written near the move data if I did, and how I did.

About Specials: all def special has been test from grabbing front. Off special that can
be grab triggered are too. Off special that can't be performed while grabbing, and Adam's
def special has been tested while lining up properly in order the move deals the best dmg
it can.

About Off Special in v5.0a: They are all invicible like in SoR3. Great buff for SoR3 Character!
Other characters are invincible only against frontal attack, projectile excluded.

About Blitz in v5.0a: They all have an invincible start up but areal one can be be intercept by Anti-Air Attacks.

About Walls and bigger Sprites: I know that this two specific situations permit to earn
some damage from specific multi hits attack, but as they are uncommon, I
chose to make a specific part since I want this data to be reliable mid screen.
Most of the moves you'll find in that section needs a wall to be fully linked but
not all. Some has just been tested with a wall for saving time.

About Weapons: I use regular knife, regular pipe, kunai and broken bottle only,
to test dmg for weapon blitz, special, stab, swing and slash. I don't know if
weapon with better hp deals better damage. I don't think so but, as I didn't make
these tests, I will just say: I don't know.
Bottle, Bat, Metal Bat, Plank, Machine Gun, Gun and Grenade has been tested only with axel 2.

About Axel1/2/3 blitz 3*: this move is pretty tricky to connect since
axel sidestep low while performing it; on top of that you have to be
at mid range. To conclude this is so unsafe that this move is here for the
style lol. I use a glitch in collision map from the mod manhunt (stage 4e = police station).
To get the dragon smash with knd but without dragon upper, you just have to corner
a galsia with a wall, and start it very close from him.
To get all the move (dragon smash+rising upper), and all the damage, you have to be one step
from him, and corner him with a wall.
(if you know galsia's punch max range, this is just before it)
Anyway that move sucks, thanks to lucas HB for making manhunt.
It's the only move not tested in v5.0a.


=======================================================
Notation:
- x : dmg of the attack
- (x) : combined dmg of a multi hits attack
- (x+x) : each hit dmg of a multi hits attack
- knd : stand for knockdown
- x b : if the attack connect while back turned
- x f : if the attack connect while in front
- x ? : Not tested, only evaluated from statement
- (x-y) : fluctuation due to some randomness of collision.

Terminology:
- string : B multiple times
- ender : Y
- rear attack : Z
- ipj atk : in place jump attack
- jump in : air attack with no knockdown
- hold : stand for being held from the back (coop, vice etc)
- flurry : Forward B multiple times while grabbing from front
- power blow : knockdown attack while grabbing from front
- toss : throw with safe land
- slam : no way to safe land this throw
- atk to slam: an attack followed by a slam
- atk t : stand for attack throw
(invincible as a throw, but damage calculated as an attack)
========================================================

Damage Calculation, Throws and Damage on Bystanders:

Spoiler: show
1st: There's no damage reduce: just add damage.
2nd: There are several kinds of throw in the game. They're all invincible.
They are defined in terminology, read it before following or you will be screwed lol

any attack deals it damages to all opponents it reaches.
any toss deals it damages to the victim thrown, and 16 to every bystanders it reaches.
any slam deals it damages to the victim thrown, and 16 to every bystanders it reaches.
any atk throw deals it damages to all opponents it reaches.

Max jumping throw deals it damage to the victim thrown, 16 to every bystanders he hits while
lifting his victim, and 32 to every enemy receiving that guy in their face.

Max special slam deals it damage to the victim thrown, 32 to every bystanders he hits while
lifting his victim, and ? to every bystanders he hits while slaming it.

Max Blitz 2*/3* throw ender deals it damage to the victim thrown and ? to every bystanders
he hits while slaming it.

Rudra atk to slam deals it damage to all opponents it reaches while launching her victim,
and 16 to every bystanders she hits while slaming it.

Atk throw list: (tested only on v5.0)
Skate 2 roller uppercut (front grab back+B)
Skate 2/3 migraine (back grab B)
Max Atomic drop (back grab C, B)
Roo kick rage (back grab B)
Mr. X Vault Kick (any grab, C)
Rudra Izuna Drop 1st part (back grab B)

=> Their damages can't be avoided, but Haku in agressive AI can
perform a recovery roll to not get knocked down.


Note: Skate 3 roller kick (front grab back+B)
is a regular toss and not an atk throw.
As a toss, it can be safe landed.

Note: Max Jumping Throw & Special Slam
are treated as a slam and no one can safe land them.

Note: Max Blitz 2*/3*
shoulder tackle is only avaible on blitz 3*.
first part (shoulder tackle) is a regular multi hits attacks.
second part (spear tackle) is a regular attack.
last part (the slam hitself) is a regular slam and no one can safe land it.
if the grab miss, it's a regular attack.
blitz 2* has a lot of precedence and huge invincibilty.

Note: Rudra Izuna Drop
is unique. The first attack is a kick, which is an attack throw.
The drop itself is a regular slam but it can be recovery rolled by Haku.
It cannot be safe landed.
It deals damage to bystanders, as regular slam.

Note: Max submission
is not a throw at all! It's a regular multi hits attack
which can be canceled right before any hit by a special (def or off).
The hitstun on bystanders is pretty small so be careful when it connects
with several enemy at a time: cancel is the key (or just don't do it: safer)

Bongo friendly throws:
-Blaze 2/3 o'soto gari (front grab B)
-Skate 3 roller uppercut (front grab back+B)
-all atk throws
-all max's throws
-Rudra Izuna Drop
-Shiva 2/3 Tomoe Nage (front grab back+B) (V5.0a only)
-Shiva 2/3 Body Slam (back grab back+B) (V5.0a only)

Damage Miscalculated on Bystanders:
Skate 3 Migraine: While performing this move on many mooks, one hit does 0.
As most of them deal 4, you will inflicts 32 dmg to the mook grabbed, but
only 28 dmg to the bystanders.

Roo 3 Kick rage: While performing this move on many mooks, one hit does 0.
As most of them deals 1, you will inflicts 20 dmg to the mook grabbed, but
only 19 dmg to the bystanders.

These tests has been performed on signal 2, with all pause delay and even using
wall traps to be sure that the problem came from the game and not from me.
Bad news for already weak characters...



Police/Magic:

murphy p1: 94 (axel2)
murphy p2: 94 (blaze2)
murphy helicopter: 98 (axel2)
magic: 64 (ash, rudra and elle)

Weapons: (tested with sor2 weapon style)

throw any weapon 15 (tested with axel2 only)

stab 16 (tested with many characters, regular knife, kunai and broken bottle)
swing 24 (tested with many characters, regular pipe)
slash 38 (tested with many characters, regular katana)
plank/metal bat/ bat = 24 (sor2 weapon style axel2)
plank/bat = 24 (sor3 weapon style axel2) (Tested on v5.0 only)
light saber = 48 (sor2 weapon style axel2) (Tested on v5.0 only)
bottle = 24 (sor2 weapon style axel2 and blaze2) (Tested on v5.0 only)
gun & machine gun: 10 per bullet (axel2 infinite ammo) (Tested on v5.0 only)
bazooka: 25 per rocket (axel2) (Tested on v5.0 only)
grenade: 30 (axel2) (Tested on v5.0 only)

Weapon Damage seems closer to SoR2, even when using SoR3 Weapon style.


Adam (V5/V5a)

Spoiler: show
Ground:
string - B repeatedly
jab 6 jab 6 uppercut 8 high side kick 12 => 32
ender - Y, or Hold B and release
high side kick 12
rear atk - Z, or hold B and press C (repeatedly if desired)
jumping reverse kick 16

Air:
jump kick - C+Left or C+Right, then B
Flying Snap Kick 16
jump in atk - C or C+Left or C+Right, then Down+B
jumping upward kick 12
ipj atk - C, then B
jumping fierce punch 12

Grab:
flurry - Toward+B
knee 8 knee 8 stomach punch to face punch (8+8 )
power blow - B
elbow smash 20
toss - Away+B
over shoulder throw / seoi nage 24
slam - B (back grab)
suplex 32

Hold:
kick - C
double leg kick 8
toss - C, then B
reversal throw 30

Special:
def special - A
split kick (4+20) (v5) / (4+4+20) (v5a)
off special - Left+A or Right+A
tactical strike (32)
dash special - Forward, forward, A
riot stopper (4+32)

blitz 0* - Forward, forward, B
flying heel kick (6+6+16) (28)
blitz 1* - X, Forward, forward
extended flying heel kick (6+6+20) (32-34)
blitz 2* - X, Back, forward
spinning punch attack 20
blitz 3* - X, Down, back, forward
spinning punch to fierce uppercut (48) almost full dash punch + uppercut cross down knd (max damage I get)

blitz 1* most common dmg is 32

Wall:
blitz 3* (48) full dash punch + uppercut cross down knd
don't seems to earn any damage from first part of the dash punch

Weapon:
stab 16
swing 24
slash 38

knife blitz - Forward, forward, B
jumping slice (24) f 2hits knd / 16 b knd
pipe blitz - Forward, forward, B
dashing thrust (36)
pipe special - Left+A or Right+A
home run 30



Ash (V5/V5a)

Spoiler: show
Ground:
string - B repeatedly
slap (8+8 ) slap (8+8 ) big hands 24
ender - Y, or Hold B and release
big hands 24
rear atk - Z, or hold B and press C (repeatedly if desired)
backflip 14 f / (8+14) b

Air:
jump kick - C+Left or C+Right, then B
drop kick 12
jump in atk - C or C+Left or C+Right, then Down+B
flying elbow 8
ipj atk - C, then B
jump kick 10

Grab:
flurry - Toward+B
pelvic thrust 8 pelvic thrust 8 heavy pelvic thrust (8+16) => 40
power blow - B
heavy pelvic thrust (8+16)
slam - Away+B
lift up bodyslam 28
toss - B (back grab)
backdrop 32

Hold:
kick - C
double leg kick 12
toss - C, then B
reversal throw 30

Special:
def special - A
spinning hammer 20 (1st hit)
off special - Left+A or Right+A
pride slide 24

blitz 0* - Forward, forward, B
booty bump (10+10)
blitz 1* - X, Forward, forward
extended booty bump (10+10)
blitz 2* - X, Down, back
pirouette kick (40) 3hits knd
blitz 3* - X, Forward, down, back
flying pirouette kick (40) 3hits knd

ash can hit backward with is blitz 2*/3*: (8 b tested on v5.0a only)

Weapon:
stab 16
swing 24
slash 38

pipe blitz - Forward, forward, B
fencing lunge 28



Axel 1 (V5/V5a)

Spoiler: show
Ground:
string - B repeatedly
jab 6 jab 6 stomach punch 8 high side kick 14 => 34
ender - Y, or Hold B and release
high side kick 14
rear atk - Z, or hold B and press C (repeatedly if desired)
backfist 12

Air:
jump kick - C+Left or C+Right, then B
flying knee 16
jump in atk - C or C+Left or C+Right, then Down+B
double knee press 12
ipj atk - C, then B
areal upward knee 12

Grab:
flurry - Toward+B
knee 8 knee 8 knee to uppercut (8+8 )
power blow - B
headbutt 16
toss - Away+B
over shoulder throw / seoi nage 24
slam - B (back grab)
suplex 32

Hold:
kick - C
double leg kick 8
toss - C, then B
reversal throw 30

Special:
def special - A
dragon wing 16 (1st hit)
off special - Left+A or Right+A
dragon knuckles (12+12+24)

blitz 0* - Forward, forward, B
grand upper (beta) 48
blitz 1* - X, Forward, forward
extended grand upper (beta) 48
blitz 2* - X, Down, forward
spinning dragon smash (52-53) / (52) (v5a)
blitz 3* - X, Back, down, forward
spinning dragon smash to rising upper

Axel 1 blitz 0*/1* does not benefit of the ultra precedence. (v5.0 only)

Wall:
blitz 3* - X, Back, down, forward
(68) spinning dragon smash + rising upper
axel blitz 3* has been tested with a glitch on v5.0 only (read technical stuff)

Weapon:
stab 16
swing 24
slash 38

pipe blitz - Forward, forward, B
dashing strike 28
katana blitz - Forward, forward, B
double slash (16+16) 2hits knd
katana special - Left+A or Right+A
Wide Slash 48


Axel 2 (V5/V5a)

Spoiler: show
Ground:
string - B repeatedly
jab 6 jab 6 straight 8 mid side kick 10 high side kick 14 => 44
ender - Y, or Hold B and release
mid side kick to high side kick (10+14)
rear atk - Z, or hold B and press C (repeatedly if desired)
backfist (8+12)

Air:
jump kick - C+Left or C+Right, then B
jumping sidekick 8
jump in atk - C or C+Left or C+Right, then Down+B
double knee press 12
ipj atk - C, then B
vertical kick (10+20)

Grab:
flurry - Toward+B
knee 8 knee 8 double knee (8+10)
power blow - B
headbutt 22
toss - Away+B
back throw 24
slam - B (back grab)
body slam 28

Hold:
kick - C
double leg kick 8
toss - C, then B
reversal throw 30

Special:
def special - A
dragon wing 16 (1st hit)
off special - Left+A or Right+A
dragon smash (74)
dash special - Forward, forward, A
tatsumaki senpukyaku 16

blitz 0* - Forward, forward, B
grand upper (48) (24+4+20)
blitz 1* - X, Forward, forward
extended grand upper (48) (24+4+20)
blitz 2* - X, Down, forward
spinning dragon smash (40) 5hits knd
blitz 3* - X, Back, down, forward
spinning dragon smash knd but rising upper miss (40) 5hits knd
blitz 3* - X, Back, down, forward
spinning dragon smash to rising upper

Axel 2 Blitz 0* 1st hit has precedence over everything (as long, as there is "something" to hit) (v5.0 only)

Wall:
blitz 3* (62-63) spinning dragon smash + rising upper
axel blitz 3* has been tested on v5.0 with a glitch (read technical stuff)

Weapon:
stab 16
swing 24
slash 38

pipe blitz - Forward, forward, B
dashing strike (8+24=32) 2hits knd
katana blitz - Forward, forward, B
upward slash 32 (1st hit f knd) / 24 (2nd hit b knd)
katana special - Left+A or Right+A
force bolts 28


Axel 3 (V5/V5a)

Spoiler: show
Ground:
string - B repeatedly
jab 4 jab 4 straight 12 low side kick 8 high side kick 4 => 32
ender - Y, or Hold B and release
mid side kick to high side kick (8+4)
rear atk - Z, or hold B and press C (repeatedly if desired)
backfist (4+8 )

Air:
jump kick - C+Left or C+Right, then B
Jumping sidekick 12
jump in atk - C or C+Left or C+Right, then Down+B
double knee press 8
ipj atk - C, then B
vertical kick (8+8 )

Grab:
flurry - Toward+B
knee 4 knee 4 double knee (4+8 )
power blow - B
headbutt 16
toss - Away+B
back throw 24
slam - B (back grab)
body slam 28

Hold:
kick - C
double leg kick 8
toss - C, then B
reversal throw 30

Special:
def special - A
dragon wing 16 (1st hit)
off special - Left+A or Right+A
dragon smash (36)

blitz 0* - Forward, forward, B
grand upper (20)
blitz 1* - X, Forward, forward
extended grand upper (20)
blitz 2* - X, Down, forward
spinning dragon smash (46)
blitz 3* - X, Back, down, forward
spinning dragon smash to rising upper

Axel 3 blitz 0*/1* does not benefit of the ultra precedence (v5.0 only)
but the last hits lift higher which permit easy ring out over barrier. (v5.0/v5.0a)

Wall:
blitz 3* - X, Back, down, forward
(62-63) dragon smash + rising upper
axel blitz 3* has been tested on v5.0 with a glitch (read technical stuff)

Weapon:
stab 16
swing 24
slash 38

pipe blitz - Forward, forward, B
dashing strike (32) (2hits)
katana blitz - Forward, forward, B
upward slash 32 (1st hit f knd) / 24 (2nd hit b knd)
katana special - Left+A or Right+A
force bolts 28



Blaze 1 (V5/V5a)

Spoiler: show
Ground:
string - B repeatedly
jab 4 jab 4 mid front kick 8 back flip kick (8+12) => 36
ender - Y, or Hold B and release
back flip kick (8+12)
rear atk - Z, or hold B and press C (repeatedly if desired)
reverse snap kick 12

Air:
jump kick - C+Left or C+Right, then B
jumping sidekick 12
jump in atk - C or C+Left or C+Right, then Down+B
flying chop 10
ipj atk - C, then B
jumping low angle sidekick 16

Grab:
flurry - Toward+B
knee 8 knee 8 back flip kick (8+12)
power blow - B
reverse snap kick 16
toss - Away+B
back sacrifice throw / tomoe nage 32
slam - B (back grab)
suplex 32

Hold:
kick - C
double leg kick 14
toss - C, then B
reversal throw 30

Special:
def special - A
embukyaku 24
off special - Left+A or Right+A
kikousho 32

blitz 0* - Forward, forward, B
vertical slash (40) (2hits knd)
blitz 1* - X, Forward, forward
extended vertical slash (40) (2hits knd)
blitz 2* - X, Forward, up
power slide to gen ansatsu kyaku (24) (4hits knd)
blitz 3* - X, Down, forward, up
power slide to somersault to gen ansatsu kyaku (40) miss the very first part of the slide to get max damage & knd

if you do blitz 3* from close range, you've got full slide and
flip connected, but no knock down, losing dmg and unsafe: don't lol. (tested on v5.0)

Wall:
blitz 3* - X, Back, forward, up
power slide to somersault to gen ansatsu kyaku (40)
don't seems to earn any damage from the very first part of the slide. (tested on v5.0)

Weapon:
stab 16
swing 24
slash 38

knife blitz - Forward, forward, B
dashing upward slash (32) 3hits knd
katana blitz - Forward, forward, B
charging sword (42-48) knd (42 is the most common value)
knife special - Left+A or Right+A
slashing fury (8+8 ) 1st wave knd (I didn't test the last wave. 8 per hit evaluated)



Blaze 2 (V5/V5a)

Spoiler: show
Ground:
string - B repeatedly
jab 4 jab 4 reverse elbow (6+6+6) high front kick (?)
ender - Y, or Hold B and release
high front kick 10 close / (8+8 ) mid / 8 far
rear atk - Z, or hold B and press C (repeatedly if desired)
360° sweep 8 f/ 8 b

Air:
jump kick - C+Left or C+Right, then B
flying side kick 8
jump in atk - C or C+Left or C+Right, then Down+B
flying chop 12
ipj atk - C, then B
jumping roundhouse 24

Grab:
flurry - Toward+B
knee 8 knee 8 chop 16
toss - Away+B
back sacrifice throw / tomoe nage 32
slam f - B
o'soto gari 28
slam b - B (back grab)
suplex 32

Hold:
kick - C
double leg kick 8
toss - C, then B
reversal throw 30

Special:
def special - A
embukyaku 24
off special - Left+A or Right+A
kikousho 44 (max damage I get)

blitz 0* - Forward, forward, B
vertical slash (40)
blitz 1* - X, Forward, forward
extended vertical slash (8+40)
blitz 2* - X, Forward, up
somersault kick (38) (4 hits knd)
blitz 3* - X, Down, forward, up
somersault kick to power slide (46-50) (46 is the most common value)

the extra hit you earn with 1* is just before the ki slash.

Weapon:
stab 16
swing 24
slash 38

stab n slash (4+16+16)

knife blitz - Forward, forward, B
dashing upward slash (36) 3hits knd
katana blitz - Forward, forward, B
charging sword (42-48) knd (42 is the most common value)
knife special - Left+A or Right+A
slashing fury (8+8 ) 1st wave knd (I didn't test the last wave. 8 per hit evaluated)


Blaze 3 (V5/V5a)

Spoiler: show
Ground:
string - B repeatedly
jab 4 jab 4 reverse elbow (4+8 ) high front kick 8 => 28
ender - Y, or Hold B and release
high front kick 8
rear atk - Z, or hold B and press C (repeatedly if desired)
360° sweep 8

Air:
jump kick - C+Left or C+Right, then B
flying side kick 12
jump in atk - C or C+Left or C+Right, then Down+B
flying chop 8
ipj atk - C, then B
jumping roundhouse 16

Grab:
flurry - Toward+B
knee 6 knee 6 chop 16
toss - Away+B
back sacrifice throw / tomoe nage 32
slam f - B
o'soto gari 28
slam b - B (back grab)
suplex 32

Hold:
kick - C
double leg kick (4+8 )
toss - C, then B
reversal throw 30

Special:
def special - A
embukyaku 16
off special - Left+A or Right+A
kikousho (28) 3hits+4hits knd

blitz 0* - Forward, forward, B
vertical slash (4+4+12) 3hits knd
blitz 1* - X, Forward, forward
extended vertical slash (4+4+12) 3hits knd
blitz 2* - X, Forward, up
somersault kick (38) (4 hits knd)
blitz 3* - X, Down, forward, up
somersault kick to power slide (46-50) (46 is the most common value)

Wall:
blitz 1* - X, Forward, forward
extended vertical slash (4+4+12) 3hits knd

Weapon:
stab 16
swing 24
slash 38

stab n slash (16+16)

knife blitz - Forward, forward, B
dashing upward slash (36) 3hits knd
katana blitz - Forward, forward, B
charging sword (42-48) knd (42 is the most common value)
knife special - Forward, forward, B
slashing fury (8+8 ) 1st wave knd (I didn't test the last wave.8 per hit evaluated)


Elle (V5/V5a)

Spoiler: show
Ground:
string - B repeatedly
whip (4+2) whip (4+2) long whip (2+2+2) spin kick 14 => 32 (v5.0)
whip (6+4) whip (6+4) long whip (4+4+4) spin kick 14 => 46 (v5.0a)
ender - Y, or Hold B and release
spin kick 14
rear atk - Z, or hold B and press C (repeatedly if desired)
backward whip (4+4) (v5.0)
backward whip (4+4+4) (v5.0a)

Air:
jump kick - C+Left or C+Right, then B
jumping low angle sidekick 12
jump in atk - C or C+Left or C+Right, then Down+B
flying chop 8
ipj atk - C, then B
jumping upward kick (4+16)

Grab:
flurry - Toward+B
knee 8 knee 8 knee to chop (6+6)
power blow - B
whip face 16
toss f - Away+B
back sacrifice throw / tomoe nage 32
toss b - B (back grab)
over shoulder throw 32


Hold:
kick - C
double leg kick 10
toss - C, then B
reversal throw 30

Special:
def special - A
whip flail (24) (v5.0)
whip flail (6+6+6+6+6+6) (36) (v5.0a)
off special - Left+A or Right+A
electric shock (4+4+16) (24)

blitz 0* - Forward, forward, B
electric lash (32) max damage I get with cross up knd
blitz 1* - X, Forward, forward
extended electric lash (32) max damage I get with cross up knd
blitz 2* - Back, down
electric stab 20
blitz 3* - Forward, back, down
electric rolls (32) miss the 1st roll to get max damage

Wall:
blitz 1* (32) all the hits + uppercut cross up knd
blitz 3* (40) all the roll + ender knd

Weapon:
slash (6+6)
swing 24
slash 38

slash n whip (6+6)+(6+6)

knife blitz - Forward, forward, B
whip slash cross (32) 3hits knd
katana blitz - Forward, forward, B
blade catalyst 28
knife special - Left+A or Right+A
electric stab 24



Max (V5/V5a)

Spoiler: show
Ground:
string - B repeatedly
chop 8 chop 8 hook(10+14+10) hammer punch 16 => 66
ender - Y, or Hold B and release
hammer punch 16
rear atk - Z, or hold B and press C (repeatedly if desired)
mule kick (8+16)

Air:
jump kick - C+Left or C+Right, then B
drop kick 12
jump in atk - C or C+Left or C+Right, then Down+B
flying elbow / elbow drop 16
ipj atk - C, then B
jumping hammer punch 20 (last frame is a lot more: 32!)

Grab:
flurry - Toward+B
knee 10 knee 10 headbutt (12+16)
submission - B
bear punch (80) 5hits (16+16+16+16+16)
slam f - Away+B
belly to belly suplex / brain buster 34
jumping throw - C or C+Left or C+Right, then B
areal lift up drop 40
slam b - B (back grab)
german suplex 62
atk t - C or C+Left or C+Right, then B (back grab)
jumping atomic drop 70

Hold:
kick - C
double leg kick 10
toss - C, then B
reversal throw 30

Special:
special slam - X
power bomb 54 (grab front)
def special - A
knuckle bomb / spining hammer 24 (1st hit)
off special - Left+A or Right+A
thunder tackle / shoulder tackle 46

if you cancel any hit of his submission by his off special, you don't lose any damage
ie: 16+16+16+16+46 = 110 = 1life bar + 6hp

blitz 0* - Forward, forward, B
power slide 16
blitz 1* - X, Forward, forward
extended power slide 16
blitz 2*/3* - X, Down, forward / X, Back, down, forward
spear tackle+grab connected (8+30)
blitz 2*/3* - X, Down, forward / X, Back, down, forward
grab fail to connect 8
blitz 3* - X, Back, down, forward
shoulder tackle (24)+ spear tackle no grab 8
blitz 3* - X, Back, down, forward
shoulder tackle (24)+ spear tackle+grab connected (8+30) (v5.0a)

from a proper distance blitz 0*/1* can hit twice with no knd
Read damage calculation for more information about Max

Big Sprite/Extra hits:
chop (8+8 ) (tested on Souther/Antonio)
you can also get the double hit if someone
is a little upper than you on Z-Axis too.

Max's hook (B,B,B) have an hidden hit like in SoR2 with the Elbow which deals 14 and hits backward.
It is still there but as you need a peculiar position to link it, I didn't put it in the data. (14+10+14+10)

Weapon:
stab 16
swing 24 f/ 24 b
slash 38 f/ 38b

pipe blitz - Forward, forward, B
jumping smash (40+40)
katana blitz - Forward, forward, B
horizontal slash (20)

the first hit of the pipe blitz hit both in front and back...
the hit detect of the second hit is still active after reaching the ground... (v5.0 only?)
hitboxes like this are forbidden in 165 states since 1994!


Mr.x (V5/V5a)

Spoiler: show
Ground:
string - B repeatedly
jab 4 jab 4 straight 8 rifle butts (8+10) => 34
ender - Y, or Hold B and release
rifle butts (8+10)
rear atk - Z, or hold B and press C (repeatedly if desired)
backward elbow 16

Air:
jump kick - C+Left or C+Right, then B
flying rifle butts 10
jump in atk - C or C+Left or C+Right, then Down+B
areal rifle butts stomp 16
ipj atk - C, then B
areal rifle butts drop 18

Grab:
flurry - Toward+B
headbutt 8 headbutt 8 headbutt 12
power blow - B
knee 16
vault attack - C (both grab)
vault kick 16
toss f - Away+B
over shoulder throw / seoi nage 32
toss b - B (back grab)
over shoulder throw 32

Hold:
kick - C
double leg kick 8
toss - C, then B
reversal throw 30

Special:
def special - A
sweeper 16 (tested while grabing)
off special - Left+A or Right+A
tommy gun (16) close / (35) far

blitz 0* - Forward, forward, B
dashing rifle butt (8+24)
blitz 1* - X, Forward, forward
extended dashing rifle butt (8+24)
blitz 2* - X, Up, down
Spinning Rifle Butt (36) 6hits
blitz 3* - X, Forward, up, down
Double Spinning Rifle Butt missing the 1st swing to get max damage (48)

Wall:
blitz 3*
Double Spinning Rifle Butt (56) all the swings + ender knd


Roo (V5/V5a)

Spoiler: show
Ground:
string - B repeatedly
jab (4+4) jab 4 double punch 4 tailflip (4+8+8 ) => 36
ender - Y, or Hold B and release
tailflip (4+8+8 )
rear atk - Z, or hold B and press C (repeatedly if desired)
backward tailwhip(4+4)

Air:
jump kick - C+Left or C+Right, then B
double back kick 12
jump in atk - C or C+Left or C+Right, then Down+B
butt press 8
ipj atk - C, then B
jumpin roundhouse tail 16


Grab:
flurry - Toward+B
double kick 4 double kick 4 double kick 8
power blow - B
headbutt 12
toss - Away+B
back sacrifice throw? / tomoe nage? 32
atk t - B (back grab)
kickrage 20

Hold:
kick - C
double leg kick 4
toss - C, then B
reversal throw 30

Special:
def special - A
tail flip (21-23) (v5.0)
tail flip (20) grab / (36) close (v5a) (20 knd from grab is a random glitch)
off special - Left+A or Right+A
tornado kick (18) close (v5.0)
tornado kick (12) close / (32) almost max range (v5a) (no hit miss + knd)

blitz 0* - Forward, forward, B
nose slide ???
blitz 1* - X, Forward, forward
extended nose slide ???
blitz 2* - X, Forward, up
sliding tail sweep ???
blitz 3* - X, Back, forward, up
giant sliding tail sweep >42

roo's blitz hitboxes are more suspect than kaizer sauza.
End of the chat. :p

Wall:

off special (18) close / (32) almost max range (v5.0)
blitz 1* - X, Forward, forward
extended nose slide (38)
blitz 2* - X, Forward, up
sliding tail sweep (40)
blitz 3* - X, Back, forward, up
giant sliding tail sweep (80)

Weapon:
knife blitz - Forward, forward, B
(28) 3hits knd
katana blitz - Forward, forward, B
(32)
knife special - Left+A or Right+A
(24)



Rudra (V5/V5a)

Spoiler: show
Ground:
string - B repeatedly
jab 4 jab 4 straight 6 low kick to high kick (8+10) => 32
ender - Y, or Hold B and release
low kick to high kick (8+10)
rear atk - Z, or hold B and press C (repeatedly if desired)
reverse snap kick 16

Air:
jump kick - C+Left or C+Right, then B
jumping low angle sidekick 16
jump in atk - C or C+Left or C+Right, then Down+B
jumping knee drop 12
ipj atk - C, then B
jumping spinning back kick 24

Grab:
flurry - Toward+B
knee 8 knee 8 elbow to side kick (8+8 )
power blow - B
ibuki soul grab / raida 20
toss - Away+B
fuushakuzushi 24 (deals it dmg on bongo before falling)
atk to slam - B (back grab)
izuna drop / izuna otoshi 8+32

Hold:
kick - C
double leg kick 8
toss - C, then B
reversal throw 30

Special:
def special - A
ki slash 24
off special - Left+A or Right+A
shurikens throw 15

blitz 0* - Forward, forward, B
power knuckle (8+8+8 )
blitz 1* - X, Forward, forward
extended power knuckle (8+8+8 )
blitz 2* - X, Down, up
canon ball to power knuckle (42-44) canon ball+dash punch full
blitz 3* - X, Back, down, up
canon ball to power knuckle to rising uppercut (48) end of the somersault+dash punch+uppercut cross up knd (max dmg i get)

Wall:
blitz 3* - X, Back, down, up
canon ball to power knuckle to rising uppercut (60) full somersault+dash punch+uppercut cross up knd

Weapon:
stab 16
swing 24
slash 38

kunai blitz - Forward, forward, B
jumping kunais throw 15 (3 kunais)
katana blitz - Forward, forward, B
upward slash 40
katana special - Left+A or Right+A
dashing thrust? 60



Shiva 2 (v5/v5a)

Spoiler: show
Ground:
string - B repeatedly
hook (4+4) hook (4+4) palm 8 high front kick (4+8 ) => 36
ender - Y, or Hold B and release
high front kick (4+8 )
rear atk - Z, or hold B and press C (repeatedly if desired)
reverse backspin kick 12

Air:
jump kick - C+Left or C+Right, then B
jumping frontkick 12
jump in atk - C or C+Left or C+Right, then Down+B
jumping downward palm 8
ipj atk - C, then B
jumping downward kick 16

Grab:
flurry - Toward+B
punch 8 punch 8 punch 8 stomach punch 12
power blow - B
elbow strike 20
toss - Away+B
back sacrifice throw / tomoe nage 32
slam - B (back grab)
body slam 28

Hold:
kick - C
double leg kick 8
toss - C, then B
reversal throw 30

Special:
def special - A
fire kick 20
off special - Left+A or Right+A
tiger palms 36

blitz 0* - Forward, forward, B
final crash (28) 3hits knd or (36) 4hits knd
blitz 1* - X, Forward, forward
extended final crash (36) 3hits knd or (44) 4hits knd
blitz 2* - X, Up, forward
1st 3hits (8+8+8 ) + last hit (16)
blitz 3* - X, Down, up, forward
1st 4hits (8+8+8+8 ) + last hit (16)


Weapon:
stab 16
swing 24
slash 38


knife blitz - Forward, forward, B
(20) f 3hits knd / 4 b last hit knd
katana blitz - Forward, forward, B
Running Downward Slash 40
katana special
Wide Slash 48



Shiva 3 (v5/v5a)

Spoiler: show
Ground:
string - B repeatedly
hook (4+4) hook (4+4) palm 8 high front kick (4+8 ) => 36
ender - Y, or Hold B and release
high front kick (4+8 )
rear atk - Z, or hold B and press C (repeatedly if desired)
reverse backspin kick 12

Air:
jump kick - C+Left or C+Right, then B
jumping frontkick 10
jump in atk - C or C+Left or C+Right, then Down+B
downward palm 8
ipj atk - C, then B
jumping downward kick 16

Grab:
flurry - Toward+B
punch 8 punch 8 punch 8 stomach punch 12
power blow - B
elbow strike 20
toss - Away+B
back sacrifice throw / tomoe nage 32
slam - B (back grab)
body slam 28

Hold:
kick - C
double leg kick 8
toss - C, then B
reversal throw 30

Special:
def special - A
fire kick 20
off special - Left+A or Right+A
tiger palms 36

blitz 0* - Forward, forward, B
final crash (30) 2hits knd
blitz 1* - X, Forward, forward
extended final crash (34) 2hits knd
blitz 2* - X, Up, forward
(8+24) 2hits knd
blitz 3* - X, Down, up, forward
(8+8+8+16) 4hits knd

to get max damage on 3*, first attack must connect in front, and last one cross up.

Weapon:
stab 16
swing 24
slash 38

knife blitz - Forward, forward, B
(22) 2hits knd
katana blitz - Forward, forward, B
Running Double Slash (48) knd
katana special - Left+A or Right+A
Wide Slash 48



Skate 2 (v5/v5a)

Spoiler: show
Ground:
string - B repeatedly
jab 4 jab 4 mid side kick 4 roller flip kick 16 => 28
ender - Y, or Hold B and release
roller flip kick f 16 / b 8
rear atk - Z, or hold B and press C (repeatedly if desired)
backflip kick (16+24)

Air:
jump kick - C+Left or C+Right, then B
jumping sidekick 16
jump in atk - C or C+Left or C+Right, then Down+B
roller press 20
ipj atk - C, then B
double back kick 24

Grab:
flurry - Toward+B
headbutt 6 headbutt 6 elbow 16
power blow - B
elbow 16
roller uppercut - Away+B
roller uppercut (16+24)
toss - C, then B (both grab)
vaulting overhead throw 30
atk t - B (back grab)
migraine (48)

Hold:
kick - C
double leg kick 8
toss - C, then B
reversal throw 30

Special:
def special - A
double spin kick 16
off special - Left+A or Right+A
corkscrew kick (64-66)

blitz 0* - Forward, forward, B
dynamite headbutt 40 headbutt/ 24 somersault
blitz 1* - X, Forward, forward
extended dynamite headbutt 40 headbutt/ 24 somersault
blitz 2* - X, Forward, down
(27-29) 2 to 3 hits knd (mid range)
blitz 3* - X, Up, forward, back
(42-44) 2 to 3hits in front +1hit cross up knd

the last frames of the last hit of the 3* has great damage,
need cross up to get it

the last hit of his off special deals the most damage of the move
and knockdown: don't miss hit or you'll be in trouble.

Weapon:
stab 16
swing 24
slash 38

knife blitz - Forward, forward, B
Diving stab 24
pipe blitz - Forward, forward, B
Standalone roller uppercut 1hit and last hit, 12 each, knd
pipe blitz - Forward, forward, B
Standalone roller uppercut 2nd + 3rd hit (32) 2hit knd
pipe special - Left+A or Right+A
360° spinning attack (36)


Skate 3 (v5/v5a)

Spoiler: show
Ground:
string - B repeatedly
jab 4 jab 4 mid side kick 8 roller flip kick (4+8 ) => 28
ender - Y, or Hold B and release
roller flip kick (4+8 )
rear atk - Z, or hold B and press C (repeatedly if desired)
backflip kick (4+8 )


Air:
jump kick - C+Left or C+Right, then B
jumping sidekick 12
jump in atk - C or C+Left or C+Right, then Down+B
roller press 8
ipj atk - C, then B
double back kick 16

Grab:
flurry - Toward+B
headbutt 6 knee headbutt 6 elbow 12
power blow - B
elbow 12
roller uppercut - Away+B
roller uppercut 24
toss - C, then B (both grab)
vaulting overhead throw 30
atk t - B (back grab)
migraine 32

Hold:
kick - C
double leg kick 8
toss - C, then B
reversal throw 30

Special:
def special - A
double spin kick 16
off special - Left+A or Right+A
rolling punches (28) 1st wave only, 3hits knd

blitz 0* - Forward, forward, B
dynamite headbutt 20 headbutt/ 20 somersault
blitz 1* - X, Forward, forward
extended dynamite headbutt 20 headbutt/ 20 somersault
blitz 2* - X, Forward, down
roll kick (24) roll 4hits knd / kick 24 1 hit
blitz 3* - X, Up, forward, back
rolling flash kick (24) roll 4hits knd / kick (24+12) 2 hits knd

note: the roll can deal more or less damage depending on the distance

Weapon:
stab 16
swing 24
slash 32

knife blitz - Forward, forward, B
Diving stab 24
pipe blitz - Forward, forward, B
Standalone roller uppercut 1hit and last hit, 12 each, knd
pipe blitz - Forward, forward, B
Standalone roller uppercut 2nd + 3rd hit (32) 2hits knd
pipe special - Left+A or Right+A
360° spinning attack (36)



Zan (v5/v5a)

Spoiler: show
Ground:
string - B repeatedly
jab 4 jab 4 extended straight (6+6) => 20
ender - Y, or Hold B and release
extended straight (6+6)
rear atk - Z, or hold B and press C (repeatedly if desired)
backwards punch 8

Air:
jump kick - C+Left or C+Right, then B
shoulder tackle (8+12)
jump in atk - C or C+Left or C+Right, then Down+B
swiping punch (8+8 )
ipj atk - C, then B
downward punch 12

Grab:
flurry - Toward+B
backhand slap 8 backhand slap 8 elbow 12
power blow - B
mid side kick 16
toss f - Away+B
one armed overhead throw 24
toss b - B (back grab)
backward throw 28
slam - Towards+B or Away+B (back grab)
concussion slam 32

Hold:
kick - C
double leg kick 8
toss - C, then B
reversal throw 30

in sor3, Zan hold kick was 1st hit 8 knd, then 2nd&3rd hits(8+8 ) knd.
I'm pretty sure it's the same, but as I didn't manage to test it,
I didn't put it in the data base.

Special:
def special - A
electric body 20
off special - Left+A or Right+A
electric reach (8+8+16) 3hits
dash special - Forward, forward, A
explosive energy ball 15

blitz 0* - Forward, forward, B
dashing charge 16
blitz 1* - X, Forward, forward
extended dashing charge (4+16)
blitz 2* - X, Back, up
dashing electric reach 20
blitz 3* - X, Up, back, forward
extended dashing electric reach 24

Weapon:
stab 16
swing 24
slash 38

knife blitz - Forward, forward, B
V Slash (24) f 2hits knd / 16 b knd
pipe blitz - Forward, forward, B
windmill pipe (26) 4hits knd
knife special - Left+A or Right+A
flying stab 32 (32) 2hits knd


Damage Analysis: Original Series vs V5.0/V5.0a

Spoiler: show
Honestly, the game is almost a rip off while speaking about hard coded damage.
However, there are some buffs and nerfs here and there.
Most of them have been made to make the game consistant but some of them are
just bad emulation.
I use Gsaurus Pancake 2/3 and Truncated Data base as a reference to compare damage.

Police: Rip off sor I
Helicopter is a smart buff. I don't know about magic. It's sure cheaper, but
don't know if it is really broken.

Weapon:
they chose SoR2 damage weapon, except :
-V5 weapon throwing is 15 vs 16 in SoR2
-Grenade deals 30. It was 56 in SoR3 and 12 in SoR2.
Smart choice here since they were only thrown in SoR2 and only picked in SoR3.

Ground game: Almost rip off
the most noticeable tweak (which is cleaver) is that Ender in SoR2 ([B]2sec.release)
used to deal more damage than the last hit(s) of your string. The thing is, in SoR2
you didn't have the macros that appears in SoR3. So they chose to use SoR3
rating system for SoR2 Characters.
So doing B,B,B,Y with Axel2 deals the same damage as doing B,B,B,B,B.

Jump Attack:
SoR3 characters uses SoR3 rating (most common value)
jump in is light (8 ), jump kick is strong (12) and ipj atk is fierce (16)
it is used also by Blaze1, Elle, Shiva2, Shiva3, Roo

Adam & Axel1 uses a specific rating system
jump in & ipj atk are strong (12) and jump kick is fierce (16)
I think it fits them when I look back on how was SoRI gameplay.
This balance their small jump, slow start up or tiny hitbox of their air atk.

SoR2 characters uses SoR2 system
jump kick is light (8 ), jump in is strong (12) and ipj attack is !! (24-32)

Ash, Rudra & Mr.X have unique sets which fits Bosses characters.

All in all, it's almost rip off or good adaptation.

Throw:
The smart tweaks (consistant):
They decided that a technique is linked to a damage whatever the game you came from
and I think it's a really smart choice even if it buffs or nerfs some characters.
Leg throw : 32 (use to be 28 in sor2 and 3 for blaze)
Body slam : 28 (based on axel in sor2 and 3)
Suplex : 32 (based on blaze in sor2 and 3)
front slam : 28 (based on Ash sor3, used to be 32 in sor2 and 3 for blaze)
over shoulder & back throw : 24 (based on axel in sor2 and 3)
over shoulder throw from the back : 32 (based on Ash in sor3)
over head vault throw : 30 (based on skate in sor2)
throw while being held from the back is 30 (character specific in SoR3, but it is a buff)

They decided to tone down Blaze2/3 front slam (28 in V5 vs 32 in sor2&3) but since she has her leg throw
buff, it's cleaver here. You'll notice that Ash front slam is 28 too.

The rip off:
Max keeps his insane damage from SoR2, and I think this is a smart choice too since,
it's not about the technique
it's about the power that monster unleash when he slam you to the ground.
However, you'll notice that his jumping throw use to be safe landable in SoR2.
In v5, it's a slam.

The bad tweaks:
Skate 2 roller kick/migraine became attacks throw without losing any damage (they were power blows in sor2)
this just make skate 3 even more useless than he is, and they do not respect their own rating system
(a technique is linked to a damage whatever the game you come from)

Neutral tweaks:
Mr X over shoulder throw
They gave him the only throw he has for both front and back grab but they decided to give the same damage.
If they respected their own rating system, it should be 24 in front and 32 from the back.
However, has he can't vault, has no police and can't use weapon, maybe it was cleaver to do that
gameplaywise...

Zan's throws...
His overshoulder throw use to deal 34 (now 24 because of their own rating system, so I understand).
But his overshoulder throw from the back use to deal 30, but in V5 it's 28 and if you look closely
you'll see that Elle, Mr. X and Ash use an over shoulder throw from the back; and it deals 32!
His concussion slam (grab back, back B) use to deals 30 but now it is 32. Maybe for forgiving purpose...
Gameplaywise, he have a regular sets of throw.

Bystanders Damage: rip off SoR2

Special: rip off for SoR2 & 3 except:
-Zan fieball 20 in SoR3 vs 15 in V5

I really like their rating system for SoRI and Remake characters.
I still don't manage to know if removing invicibility on sor3 characters off special
is good or bad tweaks. It's sur a good thing for blaze 3, a very bad thing for axel 3.

It can be either a cleaver tweak (consistant):
off special can have invincible start up but are no invincible whatever the game you came from.

Or a bad emulation:
sor3 characters lose their invincibilty while performing their off special without earning
any damage

In any case, Adam dash special is full invincible (a la sor3) but as the A.I now uses
an evasive pattern each time you are invincible, I would say that this is a smart choice.

Update V5.0a
Now all sor3 characters are invincible while performing their off special like in SoR3.
Now all other characters are invincible to frontal attack, projectile excluded during their off special.
On top of that, all off special can be triggered while getting hit, but not while getting grabbed. It's a huge buff.

Blitz SoR2: rip off SoR2

Blitz SoR1/3/Remake and all characters stars:
most of SoR3 blitz and * attacks has been buff (upgraded dmg and better collision).
I don't like neither the star system nor the extra multi hits that 1st appears in SoR3.
random damages + odd collisions + weird rating/usefullness.
random damages aren't that much anymore.
odd collision are now much more reliable. (thanks to the engine)
but weird rating/usefullness is still here.
So I can't blame bombergames to put this in V5, since this game is the perfect tribute to the trilogy.
The way I see all that * stuff just don't permit me to say if it's a good or a bad tweak.
I desactivate * and perform manually.

Weapons Blitz/Special: almost rip off SoR3
the one that has been made for the game are often quite broken, but using SoR3 weapons style balance it so I think it's ok.
Don't really know to tell the truth.




Thanks :
-to all the modders community and bombergames for making the best SoR and one of
the best sidescroller ever.

-to Don Vecta for bringing ideas for testing stuff,
and teaching me about Max "hidden" hit on his chop

-to Realnabarl for teaching me about Skate 2 invincibility buff on v5.0
(I don't know yet if this is still the case in v5.0a)

-to Vish for his good knowledge of official japanese move name of fighting game

-to Mokona for her good knowledge of real martial arts
Last edited by BigDarsh on Tue Apr 02, 2013 5:48 am, edited 12 times in total.
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Re: Damage Data for V5

Postby Don Vecta » Tue May 29, 2012 10:24 am

Nice compilation, thanks a lot. :)

Notice also, Max's chop can hit twice in tall enemies. try this on a Souther or an Antonio meaty and chop can hit twice, i guess the damage it's the same, though.
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Re: Damage Data for V5

Postby Soge-King! » Tue May 29, 2012 1:10 pm

Yep, very nice data you have gathered here! I have been wondering about damage values alot and I have tried in battle mode different moves and their damage values. This helps alot, so big thanks man! Must've took a lot of work :/
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Re: Damage Data for V5

Postby DarkThief » Wed May 30, 2012 12:43 am

Hmm...interesting to see that nearly all characters have the same damage on their best throw (including Blaze which is surprising), I always perceived there to be a few more differences than that.
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Re: Damage Data for V5

Postby BigDarsh » Wed May 30, 2012 4:10 am

Don Vecta wrote:Nice compilation, thanks a lot. :)

Notice also, Max's chop can hit twice in tall enemies.
try this on a Souther or an Antonio meaty and chop can hit twice, i guess the damage it's the same, though.


You may have skipped the technical stuff
(which I understand because it is damn long, and I even puts spoiler tag in the last update)
but this
Tested with SoRMaker stage 1a (I made several of them)
All stage were full of galsia sor2. They all came one by one.
The first one X HP, the second X+1 HP etc

and this
About Walls and bigger Sprites: I know that this two specific situations permit to earn
some damage from specific multi hits attack, but as they are uncommon, I
chose to do not make test on them since I want this data to be reliable mid screen


But to tell the truth I spent hours of test; wall trapping galsia to unleash full damage of many 3*...
(that's not fair at all, maybe the nastiest thing I've did, I should be punished for that lol)
I think I understand by now why he hates me so much in your mods lol.
And thanks to your advice, I start the bigger sprite section for Max (and maybe more in future update)

As you're a Max/Rudra player can you help me with these?

Rare cases: Regular throw or Attack throw?

-Max Power Bomb (front grab X) I still didn't managed to hit someone
while reaching the floor (AI get away)

-Rudra Izuda Drop. The first hit is an atk (it deals 8 to every one).
I don't think she's invincible while doing it.
I still didn't managed to hit someone with the second part which is a throw
(invincible there) while reaching the floor (AI get away)


Soge-King! wrote:Yep, very nice data you have gathered here! I have been wondering about damage values alot and
I have tried in battle mode different moves and their damage values. This helps alot, so big thanks man! Must've took a lot of work :/

That's exactly what I've did when I get the game cames out, but it was such a lame! Then I waited for unlocking SorMaker but I didn't understand how it works.
Then someone explain me and Time of Retribution has come :p
That's a lot of work indeed, but this game and this community deserve it ;)

DarkThief wrote:Hmm...interesting to see that nearly all characters have the same damage on their best throw (including Blaze which is surprising),
I always perceived there to be a few more differences than that.


It's basicly the opposite lol. In sorI, all 3 characters have the same dmg for throw.
In SoR2, she has better throw dmg than Axel and Skate; but nothing compare to Max.
In SoR3, she has better throw dmg than Axel and Skate; and almost equal with Zan. :=)
That reflect her martial art (judo) which rely a lot on grabs (but not in flying kick!!! lool)

Last update:
-Add damage calculation/throw/foreign damage section
-Add Wall section
-Some precision in dmg of few attacks
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Re: Damage Data for V5

Postby Don Vecta » Wed May 30, 2012 10:39 am

BigDarsh wrote:As you're a Max/Rudra player can you help me with these?

Rare cases: Regular throw or Attack throw?

-Max Power Bomb (front grab X) I still didn't managed to hit someone
while reaching the floor (AI get away)

-Rudra Izuda Drop. The first hit is an atk (it deals 8 to every one).
I don't think she's invincible while doing it.
I still didn't managed to hit someone with the second part which is a throw
(invincible there) while reaching the floor (AI get away)


Well, I just pointed out that big sprites hits double with Max, that's it... also happens if a normal sized enemy is off-Y-axis above him but this rarely happens.

The Power Bomb glitch it's random. The enemy it's not supposed to escape the grab, it's just a bug.

Izuna Drop has no invincibility on the kick and can be punished. in fact, if she kills an enemy during the kick she'll not follow up the grab so she'll be vulnerable.

Another interesting fact about Rudra, her Ibuki soul grab (grab + neutral + B) it's a multi-hit. Not sure how many hits does but it happened to be that it hits enemies around and sometimes don't knock them down and give them enough hit stun to keep a combo.

I remember a case when I did the Ibuki on someone, he died in one of the multiple hits but then an enemy approached at the same time and got hit by the same blow that killed the grabbed guy, the approaching enemy got hit stunned and Rudra was already recovered by the grab and was able to do a rush combo on him. :P Not sure aboutt he damage of each hit of the Ibuki, but i think should be 8 per hit or so.
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Re: Damage Data for V5

Postby BigDarsh » Wed May 30, 2012 11:03 am

Arf, you don't understand my question. I was speaking about foreign damage. When you land a power bomb on someone else.
i.e: you power bomb galsia (he will take 54 damage, glitch exculded) if a signal is near you when you lift galsia, he will take 32, and if a donovan is near you when you slam galsia he will take 54 if it's an attack throw (like the atomic drop) but 16 if it's a regular throw.

This is my question: Power Bomb is an attack throw or a regular throw? As the AI flee every time I don't manage to know :p

the question is the same for rudra, and yes she will not connect the grab if you kill the galsia with the kick ;)
So if she launches a galsia with the kick, it deals 8 damage to the foreign donovan (damage of the kick) but when she slam the galsia, how much damage the donovan will take? 32 if it's an attack throw (damage of the slam) 16 (regular throw foreign damage).

Thanks for the double damage on big sprite tips, I will check that :)

About Rudra ibuki technique, I can make a test to know how each hit deals (as I was not aware of that stunning property, I didn't take the time to caclulate them)
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Re: Damage Data for V5

Postby Soge-King! » Wed May 30, 2012 1:58 pm

BigDarsh wrote:This is my question: Power Bomb is an attack throw or a regular throw? As the AI flee every time I don't manage to know :p

the question is the same for rudra, and yes she will not connect the grab if you kill the galsia with the kick ;)
So if she launches a galsia with the kick, it deals 8 damage to the foreign donovan (damage of the kick) but when she slam the galsia, how much damage the donovan will take? 32 if it's an attack throw (damage of the slam) 16 (regular throw foreign damage).


I understand that you are interested about that but if you never manage to do it then how relevant could it be? :D You know, what is the point of knowing how much something does damage if you can land it in 0.00001 % of the times you do it?
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Re: Damage Data for V5

Postby Don Vecta » Wed May 30, 2012 2:10 pm

BigDarsh wrote:Arf, you don't understand my question. I was speaking about foreign damage. When you land a power bomb on someone else.
i.e: you power bomb galsia (he will take 54 damage, glitch exculded) if a signal is near you when you lift galsia, he will take 32, and if a donovan is near you when you slam galsia he will take 54 if it's an attack throw (like the atomic drop) but 16 if it's a regular throw.

This is my question: Power Bomb is an attack throw or a regular throw? As the AI flee every time I don't manage to know :p

the question is the same for rudra, and yes she will not connect the grab if you kill the galsia with the kick ;)
So if she launches a galsia with the kick, it deals 8 damage to the foreign donovan (damage of the kick) but when she slam the galsia, how much damage the donovan will take? 32 if it's an attack throw (damage of the slam) 16 (regular throw foreign damage).

Thanks for the double damage on big sprite tips, I will check that :)

About Rudra ibuki technique, I can make a test to know how each hit deals (as I was not aware of that stunning property, I didn't take the time to caclulate them)


Oh yeah, you mean damage to bystanders.

Okay, let's test this bitch out. On lifting, the damage is 54 alright. Hard to land on anyone.
EDIT: Okay, got a Cody passing by and damage is 32.

I guess for this test, I have some suggestions: we need to do it with Signals since they usually slide every time they can. Also reduce the upper horizon and the lower horizon so the characters can be in a single line and nobody can side step to avoid the moves. Besides, Signals are the most inoffensive kind of enemy and good for testing purposes.

Another thing to confirm if a grab has attack properties or regular properties, get a Haku on aggresive mode, if he does a recovery roll, it's an attack grab. I.E., Atomic Drop is an attack grab and can be roll recovered, same for Izuna Drop. Max's blitz 2/3 tackle grab is regular (the grab itself), if he whiffs the grab it's an attack and can be recoverable.
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Re: Damage Data for V5

Postby BigDarsh » Wed May 30, 2012 11:26 pm

Oh yeah, you mean damage to bystanders.

thank you for teaching me that word, my english is so bad, so yeah it's all about bystanders :p

I guess for this test, I have some suggestions: we need to do it with Signals since they usually slide every time they can. Also reduce the upper horizon and the lower horizon so the characters can be in a single line and nobody can side step to avoid the moves. Besides, Signals are the most inoffensive kind of enemy and good for testing purposes.

good idea, signal is my puppet now. :mrgreen: Interestingly, for testing rudra izuna drop, the back fist punch max range was perfect, he avoid the kick and get the slam in the face :p

Okay, let's test this bitch out. On lifting, the damage is 54 alright. Hard to land on anyone.
EDIT: Okay, got a Cody passing by and damage is 32.

I've did many tests on signal, and I always get 32 while lifting but I never manage to hit a bystander at the very moment Max slam his opponent to the ground (when you hear that wonderful pipe se) because of the hitdetect and the hitbox of the lifting animation is way too long so I'll quit. As Soge-King! stated "why being so obsess in calculating a damage of a situation which will almost never happens?"

Another thing to confirm if a grab has attack properties or regular properties, get a Haku on aggresive mode, if he does a recovery roll, it's an attack grab. I.E., Atomic Drop is an attack grab and can be roll recovered, same for Izuna Drop. Max's blitz 2/3 tackle grab is regular (the grab itself), if he whiffs the grab it's an attack and can be recoverable.


Very good trick so I retested all the attack throws on agressive haku and this is what I found.
Rudra Izuna drop (not the kick, the drop itself) is recovery rolled by haku (so it seems to be an attack throw) but as testing damage on bystanders of the izuna drop, I was surprised that is damage was only 16 (regular throw). So rudra Izuna Drop is definitly unique.

Launch kick is an regular attack (8 to everyone), drop is regular slam (32 to the guy thrown, and 16 to by standers) but it is recovery rolled by haku as an attack throw.


About Max double damage on big sprite on throw, I think you may have confuse with his peculiar jumping throw (grab front C,B). It deals 16 to by standers while he lift his victim, but 32 to bystanders while he throw his puppet. To sum up, from the instant the target become projectile, it double the damage on by standers.
(which was safe landable in SoR2, didn't test in SoR v5)

About Rudra Ibuki technique. Weird Se trigger ever. On a galsia with 4hp, you hear 'pa!" and he die. On galsia 5hp: 'tatata pah' . Wtf? so many hit just doing 1HP more? and that 'tatata 'pa!' he's still triggered the same way whatever the life bar of the enemy so it is very hard to define how many damage deals each of the ibuki soul technique (btw: is this named after SF3.3 Ibuki special attack?)
So I quit for that.

Thank you for helping. :wink:
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Re: Damage Data for V5

Postby Don Vecta » Wed May 30, 2012 11:59 pm

^ heh, yeah, I baptized that grab for SF3's Ibuki's Super Art. :P

No no, what i mean is the normal B chop attack of Max hitting twice in taller enemies or off-axis Y above him, he has hit box on the upper hand and the hand landing in front of him, so tall or higher enemies get the first B attack x2, maybe the damage it's the same per attack but it can hurt badly an Antonio or a Souther, that's for sure. :P
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Re: Damage Data for V5

Postby BigDarsh » Fri Jun 01, 2012 2:01 am

Don Vecta wrote:^ heh, yeah, I baptized that grab for SF3's Ibuki's Super Art. :P

oh so you may have notice (Nop, I'm sure you have :p) that Rudra's toss is exactly the back grab of Shiranui Mai (kof series) and her magic look alike Shiranui Mai sdm (from real bout series). So if you add Kage Maru ten feet toss (vf series) or hayabusa izuna drop (doa series) depending on your culture; and Ibuki super grab rudra is a real tribute to fighting game ninjas! :p

No no, what i mean is the normal B chop attack of Max hitting twice in taller enemies or off-axis Y above him, he has hit box on the upper hand and the hand landing in front of him, so tall or higher enemies get the first B attack x2, maybe the damage it's the same per attack but it can hurt badly an Antonio or a Souther, that's for sure. :P

Ok, since it has been covered up in the very first update, I thought you was speaking of something else :=)
So now we understand each other.

New update
- Hold section added (stand for while being held from behind by someone)
- Update of Damage calcultation, Throw and Damage on bystanders sections (with all that stuff we discuss and some more I find)
- Two miscalculations glitch I found (under damage calculation section)
- Added Adam dash special (I forgot to put it in my chart, so I didn't not notice it was not tested lol)


I stil have team attacks to tests, but arf... I don't know if I'll cover it because unfortunatly, my friends don't like old video games, and testing that alone will be a pain in the ass to me.
However, I can tell you that it was 32HP in SoR3. If someone want to figure out if it is the same, or if it has changed, that would be much appreciated.
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Re: Damage Data for V5 (updated 15/06)

Postby SOR-02S Elle Char C. » Fri Jul 13, 2012 1:24 am

Oh man. Elle's power blow does more damage than the knee-chop thing? All this time I've been using the latter because it felt and sounded like it did more damage. Those four points could've made the difference in all the SoR3 route runs I did.
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Re: Damage Data for V5 (updated 15/06)

Postby BigDarsh » Sun Jul 29, 2012 10:11 am

Are you trying to tell me something Innaliza ? :?
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Re: Damage Data for V5 (updated 15/06)

Postby Laucorn » Sun Jul 29, 2012 10:25 pm

I think he is trying to tell you the data of the police/super special damage.
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