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So far all games in the Tekken series have had a set amount of
hit points for the default lifebar. This is not the case in Tekken
Tag Tournament however, a new not so obvious endurance feature comes
into play. The option to adjust the amount of points on the lifebar
is still present however. More on endurance towards the bottom of
this page.
Damage calculations are based on the assigned damage points you
can find on the character move lists and frame data pages. First
of all the computer will decide if the hit is a clean hit or not.
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Standard Hit Points
(A)
Assigned Damage Points Clean
Hit Damage Points (A)
Assigned Damage Points x 1.5 |
A clean hit is basically a hit that connects at very close range,
but only a few select moves has clean hit properties resulting into
addional damage. From this point on either the assigned damage points
or clean Hit damage points, both referred to as A, will be used
in further damage calculations.
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First Mid Air Juggle
Hit
A x 0.8 From 2nd Mid Air
Hit On
A x 0.5 Counter Hit
A + ((Opponent's Move A x 0.3) x (# Completed Frame / # Total Opponent's
Move Frames)) Ki Power Up
A x 1.5 Netsu Power Up
A x 1.3 Basic Attack Reversal
(Opponent's Move A x 0.5) + 25 |
If a counter hit is landed during the Ki Power, the Ki takes
precedence and the hit will do 1.5 times the assigned damage points
regardless of the frame animation variables. The Ki Power does not
affect damage done by throws.
On the other hand, while landing a counter hit during Netsu Power,
the counter hit will take precedence over Netsu Power, but in neither
of these two cases will the damage of both damage modifiers be accumulated.
Take a look at a few examples of this formula at work. Keep in mind
that the computer will round each individual part of the calculation,
so these end values will be slightly different from the actual computer
calculated number. |
Yoshimitsu counters
Paul's Unblockable with a standing left punch at the 15th frame
5+ ((+100 x 0.3) x (15/62)) = 13 Yoshimitsu
counters Paul's Unblockable with a standing left punch at the 61st
frame
5+ ((100 x 0.3) x (61/62)) = 35 Jin's
WS+2, b,f+2,1,2, ewgf combo
18 + (18 x 0.8) + (14 x 0.5) + (24 x 0.5) + (30 x 0.5) = 67
Ganryu (with Ki) b,d/b,d,D/F+1~5,
Jin (with Netsu) b+4, 1, d/b+1
(30 x 1.5) + ((21 x 1.3) x 0.8) + ((6 x 1.3) x 0.5) + ((27 x 1.3)
x 0.5) = 89 |
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The character's endurance determines how much points will make
up a full lifebar. For instance, Gun Jack's lifebar has more points
then Ling's lifebar. There is 6 levels of endurance in Tekken Tag,
each with a specific amount of hit point percentages. |
| Class 100 |
Paul Phoenix, Forest Law, Kunimitsu, Ling Xiaoyu, Michelle
Chang, Unknown
Jun Kazama, Nina Williams, Wang Jinrey, Alex & Roger, Heihachi
Mishima |
| Class 108 |
Jin Kazama, Lei Wulong, Yoshimitsu, Hwoarang, Eddy Gordo,
Julia Chang, Kazuya Mishima, Lee Chaolan, Bryan Fury, Anna Williams,
Baek Doo San, Bruce Irvin, Mokujin & Tetsujin |
| Class 109 |
King |
| Class 111 |
Armor King, Ganryu |
| Class 115 |
Ogre |
| Class 120 |
Devil & Angel, Kuma & Panda, Gun Jack, Jack-2, Prototype
Jack, True Ogre |
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These class numbers are percentages in reference to the amount
of points assigned to the lifebar in the game settings. Let's assume
your current setting equals 140 points (default) on a lifebar. In
this case Paul Phoenix would have 140 points on the lifebar, Bryan
Fury would have 151 points and Devil would have 168 points. |
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