Damage scaling on combos

Does anyone else think damage scaling on combos is a bit ridiculous for Gen? Here’s what I tried, I’m sure most people here tried this with Gen too:
(crane) Jump :mk: -> (crane) crouch:lk: -> stance switch -> (mantis) super -> (mantis) ultra = 577 damage
Take out the (crane) Jump :mk:, and you get 620 damage. Wtf? Gen kicks the guy with a med kick and that heals the person by 43 health? Normally the med kick does like 60 damage or something right? One extra hit in the combo and damage scaling reduces damage by 100 points?

Oh and also what is the highest damaging meterless combo for Gen?

http://www.eventhubs.com/guides/2009/may/09/how-combo-and-damage-scaling-works-street-fighter-iv/

this game hates combos that have any length to them

I never understood why SF4 doesn’t have logarithmic scaling or similar instead of this pseudo-linear system we have now.

I think hit confirming reducing the total damage output pretty logical. Since you secure the safety and make sure the special is going to hit, it should have some sort of a drawback. But if you are sure that your jump in is going to hit, use crane.hp since it does 110 damage and does a single hit.

It makes a lot difference since in case of Gen you use since the last two hits are super and ultra, and any scaling to them reduces combo damage significantly.

Gen’s most damaging jump in combo that works on every character is probably, Crane.HK 2 Hit > Mantis MP > TC2 > lk.gekiro.

Damage Scaling affects everyone. Contrary to popular belief, Gen’s damage output is up there. The only thing he doesn’t have is the ability to keep some combos going on all characters accept Dee Jay similar to how Sakura can with her tatsu BS that keeps moving her closer allowing for more hits.

Dude Gen does ridiculous damage when you dont use long combos. try oga super ultra is 680 damage! that is a huge comeback, the whole point is true even in real fights the power reduces in increased hits.

whats the dj method again? Isnt it something with strong hands? and why only on dj -_-

yes when you do hands it’s strong hands fierce hands pushes you back a bit too far. And I think it works because his hand extends his hurtbox and gen reaches it. If you watch him when you are able to hit him, his hand flies in front of him.

Why is the damage scaling on hk gekiro so weird? Sometimes I get 167dmg and then only 147dmg again. oO
Maybe some kind of rythm thing? Better, more stable rythm = more dmg?
Edit: Ha, even get only 128dmg once in while. Weir~d.

remember the health of the opponent determines damage as well, if performend on a full health it will be max damage, half health then it will be scaled, below ten percent it will scale even more

Didn’t know that the opponent health counts, too. Thanks. :slight_smile:

you are welcome bro. did you watch the sim matches I uploaded?