Y-Cancel

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Revision as of 21:56, 21 May 2018 by WellHatchedOne (talk | contribs) (Created page with "==Stance Break (will clean up later)== "Damage scaling exists in GNT, but not just when failing to stance break (walking a bit after a Y cancel before doing a neutral or down...")
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Stance Break (will clean up later)

"Damage scaling exists in GNT, but not just when failing to stance break (walking a bit after a Y cancel before doing a neutral or down attack, for those that are new). Some players don't notice that damage scaling even exists, since it's much less dramatic and slower than most fighting games you may be used to.

1st hit 100% dmg 2nd hit 95% dmg 3rd hit 90% dmg ... 10th hit 55% 11th hit 50% dmg 12th hit 50% dmg

It follows the very simple pattern of a 5% damage reduction per hit, capping out at 50%. If the result is not an integer, it will just round down. For reference, the average jab does 12 or so damage.

After a Y cancel without a stance break, damage scaling is doubled, meaning the 2nd hit would be 90%, 3rd hit would be 80%, until maxing out at 25% at 11th hit. So uhhhhh, in case it wasn't already obvious enough, don't forget those stance breaks during longer combos!