Damage Data for V5 (updated 15/06)

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Damage Data for V5 (updated 15/06)

Post  realnabarl on Sun Feb 10, 2013 4:07 pm

Original post by BigDarsh.

-------------------

We're all gathered here to kick butts and doin' damage but the question is: how much?
Here is the answer!

Technical Stuff:
Spoiler:
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.

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 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.
=======================================================
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 : 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:
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 victime 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:
Skate 2 roller kick (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)

=> 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 a regular attack.
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 body slam (front grab B)
-Skate 3 roller kick (front grab back+B)
-all atk throws
-all max's throws
-Rudra Izuna Drop

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 2, you will inflicts 20 dmg to the mook grabbed, but
only 18 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...

Axel 2 blitz 0* Miscalculation:
This glitch was already there in SoR2; so it's more a tribute than a mistake.
B,B,B = 6+6+8 = 20
B,B ffB = 6+6+(24+4+20) = 60
B,B,B ffB = 6+6+8+(0!+4+20) = 44 (never do this it's unsafe with no damage)

If you use blitz 1*, you avoid the miscalculation glitch, but if you're too close
you will cross down and miss the last hit.
Using Pause delay SoR3 permit you to manually link blitz 1* or 2* after B,B,B which
permit you deals unsafe damage if you're far (68) or safe damage with Z-Axis range (60)
if you're close.
If you use pause delay remake, you are interruptable against most of the roster due, to
the recovery of the B,B,B and the longer time stop while hitting someone.

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)
light saber = 48 (sor2 weapon style axel2)
bottle = 24 (sor2 weapon style axel2 and blaze2)
gun & machine gun: 10 per bullet (axel2 infinite ammo)
bazooka: 25 per rocket (axel2)
grenade: 30 (axel2)

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


Adam

Ground:
string jab 6 jab 6 uppercut 8 high side kick 12
ender 12
rear atk 16

Air:
jump kick 16
jump in 12
ipj atk 12

Grab:
flurry knee 8 knee 8 stomach punch to face punch (8+Cool
power blow 20
toss 24
slam 32 (back grab)

Hold:
kick 8
toss 30

Special:
def special (4+20)
off special 32
dash special (4+32)

blitz 0* (6+6+16) (28)
blitz 1* (6+6+20) (32-34)
blitz 2* 20
blitz 3* (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 (24) 2hits knd
pipe blitz (36)
pipe special 30


Ash

Ground:
string slap (8+Cool slap (8+Cool big hands 24?
ender 24
rear atk 14 f / (8+14) b

Air:
jump kick 12
jump in 8
ipj atk 10

Grab:
flurry pec 8 pec 8 pec to belly (8+16) : 40
power blow 24
slam 28
toss 32 (back grab)

Hold:
kick 12
toss 30

Special:
def special 20 (1st hit)
off special 24

blitz 0* (10+10)
blitz 1* (10+10)
blitz 2* (40) 3hits
blitz 3* (40) 3hits

I read somewhere that ash can hit backward with is blitz 2*/3*
I'm not in the mood to test it :p

Weapon:
stab 16
swing 24
slash 38

pipe blitz 28


Axel 1

Ground:
string jab 6 jab 6 stomach punch 8 high side kick 14?
ender 14
rear atk 12

Air:
jump kick 16
jump in 12
ipj atk 12

Grab:
flurry knee 8 knee 8 knee to uppercut (8+Cool
power blow 16
toss 24
slam 32 (back grab)

Hold:
kick 8
toss 30

Special:
def special 16 (1st hit)
off special (12+12+24)

blitz 0*/1* 48
blitz 2* (52-53)
blitz 3*

Axel 1 blitz 0*/1* does not benefit of the ultra precedence.

Wall:
blitz 3* (68) dragon smash + rising upper
axel blitz 3* has been tested with a glitch (read technical stuff)

Weapon:
stab 16
swing 24
slash >26

pipe blitz 28
katana blitz (32) 2hits
katana special 48

Axel 2

Ground:
string jab 6 jab 6 straight 8 mid side kick 10 high side kick 14
ender (10+14)
rear atk (8+12)

Air:
jump kick 8
jump in 12
ipj atk (10+20)

Grab:
flurry knee 8 knee 8 double knee (8+10)
power blow 22
toss 24
slam 28 (back grab)

Hold:
kick 8
toss 30

Special:
def special 16 (1st hit)
off special (74)
dash special 16

blitz 0*/1* (48) (24+4+20)
blitz 2* (40) 5hits knd
blitz 3* (40) dragon smash knd but rising upper miss
blitz 3*

Axel 2 Blitz 0* trigger a glitch (read damage calculation), but the
1st hit has precedence over everything (as long, as there is "something" to hit)

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

Weapon:
stab 16
swing 24
slash 38

pipe blitz (32) (2hits)
katana blitz 32 (1st hit f knd) / 24 (2nd hit b knd)
katana special 32

Axel 3

Ground:
string jab 4 jab 4 straight 12 low side kick 8? high side kick 4? (32)
ender (8+4))
rear atk (4+12)

Air:
jump kick 12
jump in 8
ipj atk (8+Cool

Grab:
flurry knee 4 knee 4 double knee (4+Cool
power blow 16
toss 24
slam 28 (back grab)

Hold:
kick 8
toss 30

Special:
def special 16 (1st hit)
off special (36)

blitz 0* (20)
blitz 1* (20)
blitz 2* (46)
blitz 3*

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

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

Weapon:
stab 16
swing 24
slash 38

pipe blitz (32) (2hits)
katana blitz 32 (1st hit f knd) / 24 (2nd hit b knd)
katana special 28


Blaze 1

Ground:
string jab 4 jab 4 mid front kick 8 flip kick (8+12)
ender (8+12)
rear atk 12

Air:
jump kick 12
jump in 10
ipj atk 16

Grab:
flurry knee 8 knee 8 flip kick (8+12)
power blow 16
toss 32
slam 32 (back grab)

Hold:
kick 14
toss 30

Special:
def special 24
off special 32

blitz 0* (40)
blitz 1* 40
blitz 2* (24) (4hits knd)
blitz 3* (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.

Wall:
blitz 3* (40)
don't seems to earn any damage from the very first part of the slide

Weapon:
stab 16
swing 24
slash 38

knife blitz (32) 3hits knd
katana blitz (42) knd
knife special (16) 1st wave knd (I didn't test the last wave)


Blaze 2

Ground:
string jab 4 jab 4 reverse elbow (6+6+6) high front kick (?)
ender 10 close / (8+Cool mid / 8 far
rear atk 8 f/ 8 b

Air:
jump kick 8
jump in 12
ipj atk 24

Grab:
flurry knee 8 knee 8 chop 16
toss 32
slam f 28
slam b 32 (back grab)

Hold:
kick 8
toss 30

Special:
def special 24
off special 44 (max damage I get)

blitz 0* (40)
blitz 1* (8+40)
blitz 2* (38) (4 hits knd)
blitz 3* (46)

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

Weapon:
stab 16
swing 24

stab n slash (4+16+16)

knife blitz (36) 3hits knd
katana blitz (48) knd
knife special (24) 1st wave knd (I didn't test the last wave)

Blaze 3

Ground:
string jab 4 jab 4 reverse elbow (4+Cool high front kick (Cool
ender 8
rear atk 8

Air:
jump kick 12
jump in 8
ipj atk 16

Grab:
flurry knee 6 knee 6 chop 16
toss 32
slam f 28
slam b 32 (back grab)

Hold:
kick (4+Cool
toss 30

Special:
def special 16
off special (28)

blitz 0* (4+4+12) 3hits
blitz 1* (20) 3hits knd
blitz 2* (38) (4 hits knd)
blitz 3* (51)

Wall:
blitz 1* (20) 3hits knd

Weapon:
stab 16
swing 24
slash 38

stab n slash (16+16)

knife blitz (36) 3hits knd
katana blitz (42) knd
knife special (16) 1st wave knd (I didn't test the last wave)

Elle

Ground:
string whip (4+2) whip (4+2) long whip (2+2+2) spin kick 14
ender 14
rear atk (4+4)

Air:
jump kick 12
jump in 8
ipj atk (4+16)

Grab:
flurry knee 8 knee 8 knee to chop (6+6)
power blow 16
toss f 32
toss b 32 (back grab)

Hold:
kick 10
toss 30

Special:
def special 24
off special (24)

blitz 0* (32) max damage I get with cross up knd
blitz 1* (32?) not tested but seems to be
blitz 2* 20
blitz 3* (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 (32) 3hits knd
katana blitz 28
knife special 24


Max

Ground:
string chop 8 chop 8 hook(10+14+10) hammer 16?
ender 16
rear atk (8+16)

Air:
jump kick 12
jump in 16
ipj atk 20 (last frame is a lot more: 32?)

Grab:
flurry knee 10 knee 10 headbutt (12+16)
submission (80) 5hits (16+16+16+16+16)
slam f 34
jumping throw 40
slam b 62 (back grab)
atk t 70 (back grab)

Hold:
kick 10
toss 30

Special:
special slam 54 (grab front)
def special 24 (1st hit)
off special 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* 16
blitz 1* 16
blitz 2*/3* spear tackle+grab connected (8+30)
blitz 2*/3* grab fail to connect 8
blitz 3* shoulder tackle (24)+ spear tackle no grab 8

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+Cool (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) use to have an hidden hit in SoR2 with the Elbow which deals 14 and hits backward.
I'm pretty sure it is still there but as I didn't test 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 (40+40)
katana blitz (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...
hitboxes like this are forbidden in 165 states since 1994!

Mr.x

Ground:
string jab 4 jab 4 straight 8 rifle butts (8+10)
ender (8+10)
rear atk 16

Air:
jump kick 10
jump in 16
ipj atk 18

Grab:
flurry headbutt 8 headbutt 8 headbutt 12
power blow 16
vault kick 16 (both grab)
toss f 32
toss b 32 (back grab)

Hold:
kick 8
toss 30

Special:
def special 16 (tested while grabing)
off special (16) close / (35) far

blitz 0*/1* (8+24)
blitz 2* (36) 6hits
blitz 3* missing the 1st swing to get max damage (48)

Wall:
blitz 3* (56) all the swings + ender knd

Roo

Ground:
string jab (4+4) jab 4 double punch 4 tailflip (4+8+Cool =36
ender (4+8+Cool
rear atk (4+4)

Air:
jump kick 12
jump in 8
ipj atk 16


Grab:
flurry double kick 4 double kick 4 double kick 8
power blow 12
toss 32
atk t 20 (back grab)

Hold:
kick 4
toss 30

Special:
def special (21-23)
off special (18) close

blitz 0*/1* ???
blitz 2* ???
blitz 3* >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
blitz 1* (38)
blitz 2* (40)
blitz 3* (80)

Weapon:
knife blitz (28) 3hits knd
katana blitz (32)
knife special (24)


Rudra

Ground:
string jab 4 jab 4 straight 6 low kick to high kick (8+10)
ender (8+10)
rear atk 16

Air:
jump kick 16
jump in 12
ipj atk 24

Grab:
flurry knee 8 knee 8 elbow to side kick (8+Cool
power blow 20
toss 24
atk to slam 8+32 (back grab)

Hold:
kick 8
toss 30

Special:
def special 24
off special 15

blitz 0*/1* (8+8+Cool
blitz 2* (42-44) roll+dash punch full
blitz 3* (48) end of the somersault+dash punch+uppercut cross up knd (max dmg i get)

Wall:
blitz 3* (60) full somersault+dash punch+uppercut cross up knd

Weapon:
stab 16
swing 24
slash 38

kunai blitz 15 (3 kunais)
katana blitz 40
katana special 60


Shiva 2

Ground:
string jab (4+4) jab (4+4) palm 8 high front kick (4+12)
ender (4+12)
rear atk 12

Air:
jump kick 12
jump in 8
ipj atk 16

Grab:
flurry punch 8 punch 8 punch 8 stomach punch 16
power blow 20
toss 32
slam 28 (back grab)

Hold:
kick 8
toss 30

Special:
def special 20
off special 36

blitz 0* (36) 3hits
blitz 1* (40) 3hits
blitz 2* 1st 3hits (24) + last hit (16)
blitz 3* 1st 3hits (24) + 2 lasts hits (24)

I assume that 1st 3hits is 8+8+8 but I've only tested the whole pack
which is 24.

Weapon:
stab 16
swing 24


knife blitz (20) f 3hits knd / 4 b last hit knd
katana blitz 40
katana special 48


Shiva 3

Ground:
string jab (4+4) jab (4+4) palm 8 high front kick (4+12)
ender (4+12)
rear atk 12

Air:
jump kick 10
jump in 8
ipj atk 16

Grab:
flurry punch 8 punch 8 punch 8 stomach punch 16
power blow 20
toss 32
slam 28 (back grab)

Hold:
kick 8
toss 30

Special:
def special 20
off special 36

blitz 0* (30) 2hits
blitz 1* (34-35)
blitz 2* (8+24) 2hits knd
blitz 3* (8+8+8+16) 4hits knd

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

Weapon:
stab 16
swing 24

knife blitz (22) 2hits knd
katana blitz 48
katana special 48


Skate 2

Ground:
string jab 4 jab 4 mid side kick 4 flip kick 16
ender f 16 / b 6
rear atk (16+24)

Air:
jump kick 16
jump in 20
ipj atk 24

Grab:
flurry headbutt 6 headbutt 6 elbow 16
power blow 16
roller kick 40
toss 30 (both grab)
atk t 48 (back grab)

Hold:
kick 8
toss 30

Special:
def special 16
off special (66)

blitz 0* 40 headbutt/ 24 somersault
blitz 1* 40 headbutt/ 24 somersault
blitz 2* (27-29) 2 to 3 hits knd
blitz 3* (42) max damage I get with with 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
slash

knife blitz 24
pipe blitz 1hit and last hit 12 each knd
pipe blitz 2nd + 3rd hit (32) 2hit knd
pipe special (36)


Skate 3

Ground:
string jab 4 jab 4 mid side kick 8 flip kick (6+6)
ender (6+6)
rear atk (4+Cool

Air:
jump kick 12
jump in 8
ipj atk 16

Grab:
flurry headbutt 6 knee headbutt 6 elbow 12
power blow 12
roller kick 24
toss 30 (both grab)
atk t 32 (back grab)

Hold:
kick 8
toss 30

Special:
def special 16
off special (28) 1st wave only, 3hits knd

blitz 0/1* 20 headbutt/ 20 somersault
blitz 2* (24) roll / kick 24 1 hit
blitz 3* (24) roll / kick (36) 2 hits

note: the roll can deal more or less damage depending on the distance
but I will not go more in depth, it's a weird blitz.

Weapon:
stab 16
swing
slash

knife blitz 24
pipe blitz 1hit and last hit 12 each knd
pipe blitz 2nd + 3rd hit (32) 2hit knd
pipe special (36)


Zan

Ground:
string jab 4 jab 4 extended straight (6+6)
ender (6+6)
rear atk 8

Air:
jump kick (12+Cool
jump in (8+Cool
ipj atk 12

Grab:
flurry slap 8 slap 8 elbow 12
power blow 16
toss f 24
toss b 28 (back grab)
slam 32 (back grab)

Hold:
kick 8
toss 30

in sor3, Zan hold kick was 1st hit 8 knd, then 2nd&3rd hits(8+Cool 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 20
off special (8+8+16) 3hits
dash special 15

blitz 0* 16
blitz 1* (4+16)
blitz 2* 20
blitz 3* 24

Weapon:
stab 16
swing 24
slash 38

knife blitz (24) f 2hits knd / 16 b knd
pipe blitz (26) 4hits knd
knife special 32

Damage Analysis: Original Series vs V5

Spoiler:
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 (Cool, 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 (Cool, 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 30 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.

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. (that was one year ago if you asked)

If you want to edit characters threads 1st post with this data; you're welcome.

Thank you for reading :=)

realnabarl
Galsia

Posts : 40
Join date : 2013-01-10

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