It does, and Honda's level 3 also sometimes looks like it's not doing the damage it should. It's just the way it looks when damage scaling kicks in against really tiny hits as part of a super. Like most level 3 supers, Terry's non-CA version does 4000 damage total and has a 50% minimum damage scaling (Meaning, its damage will never be below 50% [2000] when used as part of a combo no matter how long that combo is)
@@ReneVanDerMerwe-c2c You misunderstand. When you combo an opponent, there's a scaling applied that gradually reduces the damage of each next hit of a combo - 1st hit: 100% > 2nd: 100% > 3rd: 80% > 4th: 70% . . . (There's exceptions, but this is how general scaling works) This is to prevent long combos from doing 80%+ health because each hit would do the full amount of damage. When you combo into a super however, there's a minimum scaling that prevents the super from doing less than its minimum scaling. A level 1 super for example will always do at least 30% of its full damage, no matter how many hits in the combo came before it. So if a level 1 super normally does 2000 damage, it will always do at least 600 damage because 30% of 2000 is 600. For level 3 supers, this is 50%. So if for example you're on the 20th hit of a combo, and your next hit is the level 3 super itself, it doesn't matter that the combo was already at its lowest scaling possible at that point (10%), the super will still do 50% (2000).
공격과 방어의 수준이 엄청나다.
king of fighter vs street fighter.
Is Fatal Fury VS Street Fighter 🤓
Kinto brings it home 💪🏻🏆
Super Kintyo-ru🎉
Terrys level 3 seems like it doesn’t do the damage it should
Agreed
It does, and Honda's level 3 also sometimes looks like it's not doing the damage it should. It's just the way it looks when damage scaling kicks in against really tiny hits as part of a super. Like most level 3 supers, Terry's non-CA version does 4000 damage total and has a 50% minimum damage scaling (Meaning, its damage will never be below 50% [2000] when used as part of a combo no matter how long that combo is)
@RebornOdin well that blows... When coupled with a combo it should ACTUALLY Add the 50% damage to the combo. That'll be a table turner
@@ReneVanDerMerwe-c2c You misunderstand. When you combo an opponent, there's a scaling applied that gradually reduces the damage of each next hit of a combo - 1st hit: 100% > 2nd: 100% > 3rd: 80% > 4th: 70% . . . (There's exceptions, but this is how general scaling works)
This is to prevent long combos from doing 80%+ health because each hit would do the full amount of damage. When you combo into a super however, there's a minimum scaling that prevents the super from doing less than its minimum scaling. A level 1 super for example will always do at least 30% of its full damage, no matter how many hits in the combo came before it. So if a level 1 super normally does 2000 damage, it will always do at least 600 damage because 30% of 2000 is 600.
For level 3 supers, this is 50%. So if for example you're on the 20th hit of a combo, and your next hit is the level 3 super itself, it doesn't matter that the combo was already at its lowest scaling possible at that point (10%), the super will still do 50% (2000).
Dmg scaling and combo structure is part of the reason why...using lvl2 seems to be more optimal for Terry
Tenia rato que no veia algun terry, es porque no es tan bueno para juego serio??
That dhalsim has very bad drill spacing, got him killed at the end. Not great anti air either