I'm going to put together a complete damage list for a few VRs, starting with Fei-Yen VH. The purpose of this exercise is not just to list the damages. I am more interested in studying how damages drop with distance, which tends to happen on RW attacks for most VRs. I will tablulate this extremely precisely with Fei-Yen VH but am hoping to discover general patterns which will allow other VRs to be completely described in a more succinct manner.

I will use Vox "Dan" as the main punching bag for damages because he has exactly 1000 HP. However I will note that Force has a minor glitch with HP readouts. Sometimes they will be off by 0.1% even when they should be exact according to the moves and damages that have been sustained. It is not the case that the claimed move damages or HP values are imprecise or slightly off because the 0.1% errors go in both directions and balance out after successive identical hits. It is merely an issue with Force having a funky way of calculating the damage percentages for display purposes only. I suspect Force calculates these percentages based off of Temjin 747A who has 1050 HP because he never has these 0.1% glitches against moves that do a perfectly whole number percent of damage to him. (But there are instead going to be moves that do fractional percent damage to Temjin 747A). I might use Temjin 747A as a punching bag for some tests but I will adjust for his HP.

standing RW

100 damage at 10m

100 damage at 85m (minimum outside of CC RW range)

100 damage at 109m

unstable at 110m

99 damage at 111m

99 damage at 114m

unstable at 115m

97 damage at 116m

97 damage at 119m

unstable at 120m

95 damage at 121m

95 damage at 124m

unstable at 125m

92 damage at 126m

92 damage at 130m

unstable at 131m

90 damage at 132m

90 damage at 135m

unstable at 136m

88 damage at 137m

88 damage at 141m

unstable at 142m

86 damage at 143m

86 damage at 146m

unstable at 147m

83 damage at 148m

83 damage at 152m

unstable at 153m

81 damage at 154m

81 damage at 158m

unstable at 159m

79 damage at 160m

79 damage at 164m

unstable at 165m

76 damage at 166m

76 damage at 170m

unstable at 171m

74 damage at 172m

74 damage at 176m

unstable at 177m

71 damage at 178m

71 damage at 183m

unstable at 184m

69 damage at 185m

69 damage at 189m

unstable at 190m

66 damage at 191m

66 damage at 196m

unstable at 197m

63 damage at 198m

63 damage at 202m

unstable at 203m

61 damage at 204m

61 damage at 209m

unstable at 210m

58 damage at 211m

58 damage at 216m

unstable at 217m

55 damage at 218m

55 damage at 223m

unstable at 224m

52 damage at 225m

52 damage at 230m

unstable at 231m

49 damage at 232m

49 damage at 237m

unstable at 238m

47 damage at 239m

47 damage at 245m

unstable at 246m

44 damage at 247m

44 damage at 252m

unstable at 253m

41 damage at 254m

41 damage at 259m

unstable at 260m

40 damage at 261m

40 damage at 413m (maximum range of projectile)

unstable at 414m

5 damage at 415m (bomb splash damage)

5 damage at 422m (added time delay for bomb expansion)

inconsistent at 423m

What we can see so far is that in the region where damage is dropping with distance, it decreases linearly, but in discrete step intervals instead of perfectly smoothly. Also the first and last decrease may be less than the decreases in-between. At the exact distances where damage is transitioning to the next level, the damage is unstable. It may be either the greater or lesser value depending on exactly what the fractional distance is. Usually the damage stays at this value for successive shots, but occasionally you can get a random mixture of values while standing at the same spot if you are right on the border.

I briefly tested Fei-Yen VH standing RW against Temjin 747A for comparison. The damage dropping region on him occurs between 111m and 261m, instead of 110m and 260m against Vox "Dan". This is odd and backwards because body rubbing tests suggest that Vox "Dan" is 1m longer than Temjin in the front. But for collision detection against projectiles, Temjin is longer. My explanation is that VR hitboxes aren't perfect cylinders vertically. Incoming projectiles may strike at a different height than where two rubbing VRs touch each other.

standing LW

50 damage at 12m

50 damage at 95m (minimum outside of CC LW range)

50 damage at 125m

unstable at 126m

49 damage at 127m

49 damage at 133m

unstable at 134m

47 damage at 135m

47 damage at 141m

unstable at 142m

46 damage at 143m

46 damage at 150m

unstable at 151m

45 damage at 152m

45 damage at 158m

unstable at 159m

43 damage at 160m

43 damage at 167m

unstable at 168m

42 damage at 169m

42 damage at 176m

unstable at 177m

40 damage 178m

40 damage at 185m

unstable at 186m

39 damage at 187m

39 damage at 194m

unstable at 195m

37 damage at 196m

37 damage at 203m (maximum distance of lock-on ailment)

unstable at 204m

36 damage at 205m (no lock-on ailment inflicted)

36 damage at 213m

unstable at 214m

34 damage at 215m

34 damage at 223m

unstable at 224m

33 damage at 225m

33 damage at 233m

unstable at 234m

31 damage at 235m

31 damage at 243m

unstable at 244m

30 damage at 245m

30 damage at 573m (maximum range)

unstable at 574m (vanishes)

The closest Fei-Yen VH can stand to Vox "Dan" increases from 10m to 12m in this case because the attack animation of standing LW pushes Fei-Yen VH an extra 2m back. Note this also suggests that the forward arm length (initial location at which the projectile appears relative to her center) of standing LW is 2m longer than standing RW. Separate tests I did also showed that standing LW appears roughly 6m to the left of her center, while standing RW appears roughly 3m to the right of her center. Fei-Yen's natural half-body width is 4m in comparison. Sideways arm length doesn't really affect these tests though because it is in a perpendicular direction.

Comparing the data for standing LW with standing RW reveals other new things. The distance step intervals are larger than for standing RW. Furthermore, the step intervals slowly get larger with increasing distance, both for standing LW and RW. Reflecting upon this, I realized what creates these step intervals. They are caused by the discrete frame rate of the game, together with the speed of the projectile. Therefore, we can in fact measure the speed of the projectile by looking at this data! Another thing we learn is that projectiles speed up slightly as they travel. This may be a general phenomena for many energy projectiles. Both standing LW and standing RW appear to have identical acceleration values relative to their base speed. Let's make some graphs with our data.

crouching LW

40 damage at 10m

40 damage at 95m (minimum outside of CC LW range)

40 damage at 129m

unstable at 130m

38 damage at 131m

38 damage at 138m

unstable at 139m

37 damage at 140m

37 damage at 146m

unstable at 147m

36 damage at 148m

36 damage at 155m

unstable at 156m

34 damage at 157m

34 damage at 164m

unstable at 165m

33 damage at 166m

33 damage at 173m

unstable at 174m

31 damage at 175m

31 damage at 183m

unstable at 184m

30 damage at 185m

30 damage at 192m

unstable at 193m

28 damage at 194m

28 damage at 202m

unstable at 203m

26 damage at 204m

26 damage at 211m

unstable at 212m

25 damage at 213m

25 damage at 221m

unstable at 222m

23 damage at 223m

23 damage at 231m

unstable at 232m

22 damage at 233m

22 damage at 240m

unstable at 241m

20 damage at 242m

20 damage at 413m

unstable at 414m (vanishes)

turbo LW

180 damage at 13m

180 damage at 95m (minimum outside of CC LW range)

180 damage at 125m

unstable at 126m

178 damage at 127m

178 damage at 135m

unstable at 136m

177 damage at 137m

177 damage at 145m

unstable at 146m

175 damage at 147m

175 damage at 156m

unstable at 157m

173 damage at 158m

173 damage at 167m

unstable at 168m

172 damage at 169m

172 damage at 178m

unstable at 179m

170 damage at 180m

170 damage at 190m

unstable at 191m

168 damage at 192m

168 damage at 202m

unstable at 203m

166 damage at 204m

166 damage at 214m

unstable at 215m

164 damage at 216m

164 damage at 226m

unstable at 227m

162 damage at 228m

162 damage at 238m

unstable at 239m

160 damage at 240m

160 damage at 250m

unstable at 251m

158 damage at 252m

158 damage at 262m

unstable at 263m

156 damage at 264m

156 damage at 274m

unstable at 275m

154 damage at 276m

154 damage at 286m

unstable at 287m

152 damage at 288m

152 damage at 298m

unstable at 299m

150 damage at 300m

150 damage at 310m (maximum distance to stagger Vox "Dan")

unstable at 311m

149 damage at 312m (does not stagger Vox "Dan")

149 damage at 322m

unstable at 323m

147 damage at 324m

147 damage at 334m

...

145 damage at 340m

143 damage at 352m

141 damage at 364m (random electric stun inflicted)

139 damage at 376m (no random electric stun inflicted)

137 damage at 388m

135 damage at 400m

133 damage at 412m

131 damage at 424m

129 damage at 436m

127 damage at 448m

...

126 damage at 467m (slightly unstable)

124 damage at 468m

124 damage at 479m (slightly unstable)

122 damage at 480m (slightly unstable)

...

120 damage at 496m

118 damage at 508m

116 damage at 520m

114 damage at 532m

112 damage at 544m

110 damage at 556m

108 damage at 568m

106 damage at 580m

104 damage at 592m

...

102 damage at 611m (slightly unstable)

101 damage at 612m (slightly unstable)

101 damage at 623m

100 damage at 624m (slightly unstable)

100 damage at 767m

unstable at 768m (vanishes)

Turbo LW randomly puts the enemy into an electric stun, otherwise they get a normal stagger which pushes them back 30m. The arm length of turbo LW pushes Fei-Yen out to 14m, but 1m of this occurs from the recovery animation because if the enemy staggers they only get pushed out to 43m.

## VR move and damage lists, with distance attenuation

### VR move and damage lists, with distance attenuation

Last edited by Porcupine on 19 Mar 2015, 02:25, edited 10 times in total.

### Re: VR move and damage lists, with distance attenuation

Kagekiyo 'Forest' Information dump (incomplete, but will be more thorough than japanese wiki):

RW 25%

90-70 dmg

very good but need to watch ammo. very safe and big damage if you land a full gauge. can displace by positioning tip of spear. The main neutral attack

cRW 25% (can chain two)

50 dmg

bad tracking, no homing and limited range. generally useless

TRW 100%

(0-400) 200-160 dmg

zero tracking or homing, tiny hitbox. even disappears at range. goes over walls but garbage unless used point blank. Mountain has a much better TRW which is why people consider it better.

cTRW 100%

80-120 dmg & stun at >133 range

No tracking or homing, slow moving. Only reason to use this is to get a stun for a guaranteed combo. Does more damage the further the projectile flies, but it’s pointless to try to take advantage of.

jRW 20%x3

50x3 dmg

Has some uses as a support attack or finisher. Decent damage. basically normal RW in the air

jTRW 100%

120dmg

tiny laser. good luck hitting with it

GDRW

no homing

fGDRW

55x3 dmg

No homing. General use ground forward dash attack, but weak. Using increased rotation makes this a fair bit better.

ADRW

no homing

fADRW 40%

30x2 dmg

Decent safe dash attack if used at very low altitude.

sideADRW 40%

40x2 dmg

more damage than forwards close up. but hard to hit.

back & backdiagADRW 40%

40x2 dmg

LW 70%

50 dmg

Flies forward a bit, then freezes before going at opponent. Very unreliable as to actually hitting. Safe to throw out as it has a short animation, so feel free to use it for pressure if you have no other use for the gauge. All non-forward dash LW behave like the same.

cLW 70%

all ranges: 50 dmg

Flies in a straight line towards your opponent. No homing makes this very hard to hit with. Still has uses though.

jLW 70%

? dmg

floats in place and does nothing. useless air-mine

TLW 100%

150 dmg

High homing ability to very long range, damages with a big explosion. Excellent support and pressure tool, but the attack animation takes long. Can use behind low walls while staying safe.

jTLW 100%

100 dmg

inferior to ground version, but may be useful in rare situations

fGDLW 70%

50 dmg

superb homing at range. there is usually no reason to use this over the air dash variant though.

fADLW 70%

50 dmg

superb homing at range. use with a low air dash to get immediate landing recovery. very good safe attack for chip damage and teammate assist.

CW 55%

close(120): 210 dmg

far(560-660): 111 dmg

Low horizontal homing like all following CW types. decent at hitting jumping enemies. goes over many walls. big damage up close.

cCW 40% / slide half cancel: 26%

close(160)-far(460): 80 dmg

very high knockdown value. slow moving. tracking and homing are terrible and stop very quickly, making this very useless as it flies in a straight line.

fGDCW 55%

close(0-?): 210 dmg

far(500): 111 dmg

Your most powerful forward dash attack. Good anti-air. Note that the damage values are still exactly the same as neutral CW.

bGDCW 55%

close(0-?): 100 dmg

far(500): 60 dmg

fADCW 55%

close(0-?): 160 dmg

medium(300): 125 dmg

Very high vertical homing & can aim directly below. Safer to throw out than ground version.

fdiagonalADCW 55%

close(0-?): 130 dmg

keeps homing indefinitely. good vertical homing

**RW**RW 25%

90-70 dmg

very good but need to watch ammo. very safe and big damage if you land a full gauge. can displace by positioning tip of spear. The main neutral attack

cRW 25% (can chain two)

50 dmg

bad tracking, no homing and limited range. generally useless

TRW 100%

(0-400) 200-160 dmg

zero tracking or homing, tiny hitbox. even disappears at range. goes over walls but garbage unless used point blank. Mountain has a much better TRW which is why people consider it better.

cTRW 100%

80-120 dmg & stun at >133 range

No tracking or homing, slow moving. Only reason to use this is to get a stun for a guaranteed combo. Does more damage the further the projectile flies, but it’s pointless to try to take advantage of.

jRW 20%x3

50x3 dmg

Has some uses as a support attack or finisher. Decent damage. basically normal RW in the air

jTRW 100%

120dmg

tiny laser. good luck hitting with it

GDRW

no homing

fGDRW

55x3 dmg

No homing. General use ground forward dash attack, but weak. Using increased rotation makes this a fair bit better.

ADRW

no homing

fADRW 40%

30x2 dmg

Decent safe dash attack if used at very low altitude.

sideADRW 40%

40x2 dmg

more damage than forwards close up. but hard to hit.

back & backdiagADRW 40%

40x2 dmg

**LW**LW 70%

50 dmg

Flies forward a bit, then freezes before going at opponent. Very unreliable as to actually hitting. Safe to throw out as it has a short animation, so feel free to use it for pressure if you have no other use for the gauge. All non-forward dash LW behave like the same.

cLW 70%

all ranges: 50 dmg

Flies in a straight line towards your opponent. No homing makes this very hard to hit with. Still has uses though.

jLW 70%

? dmg

floats in place and does nothing. useless air-mine

TLW 100%

150 dmg

High homing ability to very long range, damages with a big explosion. Excellent support and pressure tool, but the attack animation takes long. Can use behind low walls while staying safe.

jTLW 100%

100 dmg

inferior to ground version, but may be useful in rare situations

fGDLW 70%

50 dmg

superb homing at range. there is usually no reason to use this over the air dash variant though.

fADLW 70%

50 dmg

superb homing at range. use with a low air dash to get immediate landing recovery. very good safe attack for chip damage and teammate assist.

**CW**CW 55%

close(120): 210 dmg

far(560-660): 111 dmg

Low horizontal homing like all following CW types. decent at hitting jumping enemies. goes over many walls. big damage up close.

cCW 40% / slide half cancel: 26%

close(160)-far(460): 80 dmg

very high knockdown value. slow moving. tracking and homing are terrible and stop very quickly, making this very useless as it flies in a straight line.

fGDCW 55%

close(0-?): 210 dmg

far(500): 111 dmg

Your most powerful forward dash attack. Good anti-air. Note that the damage values are still exactly the same as neutral CW.

bGDCW 55%

close(0-?): 100 dmg

far(500): 60 dmg

fADCW 55%

close(0-?): 160 dmg

medium(300): 125 dmg

Very high vertical homing & can aim directly below. Safer to throw out than ground version.

fdiagonalADCW 55%

close(0-?): 130 dmg

keeps homing indefinitely. good vertical homing

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