Note: Lots of in-depth details here which matters very little to gameplay. If there is one thing you should take from this section, it is this:|
Character HP is not as simple as it looks. Characters with more HP tend to take extra damage and have less Damage Reduction as their life gets low.
Because of this, even though there appears to be a huge numeric difference in health between characters like Watson and Donvalve, the practical difference is much smaller than that.
Each character has a unique Max HP. In addition, each character receives a different amount of damage from the same attack due to Damage Scaling. So an attack that does 200 Base Damage (as seen in Training mode) will deal 320 Damage to Donvalve, but will only do 179 Damage to Watson.
Finally, as a character's life gets lower, he will start to take less damage. When this takes effect, and how much of an effect it has, is based on the character's Guts Ranking. See below for more information on Guts, and examples on how damage is calculated.
HP - The character's actual max HP as shown in game.
|Character Health Values
Scale - The amount all damage is scaled by on this character. So a move that does 200 base damage will do 320 to Donvalve, or 179 to Watson.
Scaled HP - The amount of HP the character effectively has when taking Damage Scale into consideration. Gives you a more accurate idea of the difference in life between characters.
Relative % - The relative Percent damage taken. This value tells you how much more or less damage a character effectively takes from a move. For example, an attack that does 10% of Urs's life would take 13% from Watson, or 7.8% from Donvalve.
|Damage Reduction (Guts)
|| <= 100%
|| < 55%
|| < 50%
|| < 40%
|| < 30%
|| < 15%
An attack that deals 200 Base Damage connects to Deathbringer while he is at Full life.
200 Base * 146.37% Scaling * 100% Guts = 293 Damage
An attack that deals 500 Base Damage connects to Watson while he is at 29% life.
500 Base * 89.29% Scaling * 70% Guts = 313 Damage
An attack that deals 1000 Base Damage connects to Olivia while she is at 5% life.
1000 Base * 108.69% Scaling * 66% Guts = 717 Damage
Different characters float differently from others. Some will float slowly down, and others will fall more rapidly.
Because of this, there are several character specific combos relating to float speed. Below is a chart categorizing characters by how much they float.|
|Character Float Factor
||Ashley, Face, Donvalve
||Marco, Watson, Coyori
||Urs, Olivia, Odile
In reality, there is a much finer distinction than this chart shows. But it should give you a general idea of who is floaty and who is not.
|Character Height While Crouching|
Some characters are taller than others while ducking. Some character's crouching hitboxes also change size dramatically when they are being hit.|
This is mostly useful for Freed to know, because it greatly effects what combos he can get on the character. It also effects Deathbringer's use of 5A, and may effect other characters as well.
Normal - Character's hitbox while crouching normally.
|Character Crouching Height
||Deathbringer, Donvalve, Watson, Face
||Olivia, Odile, Urs, Face
||Olivia, Odile, Urs
||Marco, Ashley, Coyori, Cedric, Watson
||Marco, Ashley, Coyori, Cedric
During Hit - Character's crouching hitbox while he is being hit.
For Freed, these categories effectively mean:
Tall - These characters can be hit by 5A and Magnum while crouching.
Less Tall - This character can be hit by 5A from most distances, but can't be hit by Magnum.
Middle - These characters can be hit by 5A if you are close enough, but can't be hit by Magnum.
Short - These characters can't be hit by 5A or Magnum at all.
Characters who can be hit with Magnum or 5A any time: Donvalve, Deathbringer
Characters who can be hit with Magnum or 5A if comboed into: Face, Watson
Characters who can be hit with 5A if close enough: Olivia, Odile, Urs, Freed
Characters who can't be hit with either any time: Marco, Ashley, Coyori, Cedric
For Deathbringer, these categories effectively mean:
Tall - These characters can be hit by 5A.
Less Tall - This character can be hit by 5A.
Middle - These characters can't be hit by 5A.
Short - These characters can't be hit 5A.
For Coyori, these categories effectively mean:
Tall - These characters, except for Face, can be hit by Heat Up 6B(1) j.C(1)
Others - These characters can't be hit by this chain and you must do the advanced version of the combo instead.