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Damage Data for V5 (updated 15/06)

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Damage Data for V5 (updated 15/06) Empty Damage Data for V5 (updated 15/06)

Post  realnabarl 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:
=======================================================
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:

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:


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
Forum Elder

Posts : 40
Join date : 2013-01-10

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