Man, look at this, people do damage calculations like FFXI people.
Quote:
Abel Combos and Glitches
List your favorite combos here using standard abbreviation conventions. Include the proper damage from the training data in training mode.
Make sure to perform the combo when the opponent has a full lifebar, because otherwise the damage will be reduced depending on how low the opponent's health is.
Also, discuss any glitches or bugs the character has.
I'll update this first post so once thing are found etc, no one has to read thru xx amount of pages.
Currently working on going through all threads to update this post, so dont worry that the other threads are closed
Combo damage calculations from noodleman:
All these are listed assuming your opponent is at full life, and has at least 1000 health (ryu). I'm pretty sure damage wont' get scaled based on health on any of these combos on any character, as it would need to do 450 for the rest of the cast before life damage scaling comes in (sorry akuma, you're at 850, so damage might get scaled for a couple of these combos).
Ultra's
1. Ultra (50%): 365
Code:
40 + 325 = 365
2.cr.fp, ultra (50%): 369.5
Code: 70 + 40 + 40*0.8 + 325*0.7 = 369.5
3. SA3, cr.fp, ultra (50%): 525
Code: 200 + 70 + 40*0.8 + 40*0.7 + 325 *0.6 = 525
4. cr.mp, lp rekka, sadc, cr.fp, ultra (50%): 533.5
Code: 70 + 30 + 70*0.8 + 40*0.7 + 40*0.6 + 325*0.5 = 533.5
5. f.mk, close fp xx lp rekka, sadc, cr.fp, ultra(50%): 427 (!)
Code: 80 + 100 + 30*0.8 + 70*0.7 + 40*0.6 + 40*0.5 + 325*0.4 = 427 (!)
6. SA3, f.mk, close fp xx lp rekka, sadc, cr.fp, ultra(50%): 556.5
Code: 200 + 80 + 100*0.8 + 30*0.7 + 70*0.6 + 40*0.5 + 40*0.4 + 325*0.3 = 556.5
life damage scaling probably doesn't come into play cause before the last hit the op still has more than 50% health. The second last combo was kinda surprising...shows you how bad damage scaling is in SF4. From the way the damage is listed in the frame data, the autocombo won't count in the damage scaling, meaning the last (and more damaging hit) won't be scaled to shit.
BnB Combos
1. cr.mp xx lp rekka, second high, final high: 188
Code: 70 + 30 + 40*0.8 + 80*0.7 = 188
2. cr.fp xx fp air grab*: 222/238
Code: 70 + 40 + 0 *0.8 + 160*0.7 = 222
70 + 40 + 160*0.8 = 238
3. cr.fp xx roll, lp air grab: 208
Code: 70 + 40 + 0*0.8 + 140*0.7 = 208
4. j.mk (cross up), cr.fp xx roll, lp air grab: 266
Code: 80 + 70 + 40*0.8 + 0*0.7 + 140*0.6 = 266
5. SA3, FP tornado grab: 420
Code: 200 + 220 = 420
SA3, close fp (1hit) xx lp rekka, sadc, cr.fp xx roll, lp air grab: 453
Code: 200 + 100 + 30*0.8 + 70*0.7 + 40*0.6 + 0*0.5 + 140*0.4 = 453
*i can't remember if the combo registers 4 hits or 3. First calc uses frame data which says there's a 0 damage hit before the 160 damage grab, if you use proper scaling, the first one would be the true damage, otherwise it's the latter.
I might calculate stun damage later.
note that if you want to tac on a move at the beginning, like a jump in, the whole thing needs to be recalculated.