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Understanding Damage Scaling

December 25, 2009

Hey guys, so basically as I was editing the Understanding Frame Data article with the official damage scaling since console was released, and I was thinking… “hmm, I can make this into an entire article.” So to help you guys understand how scaling in Tekken 6 actually works, here it is.

Juggle Scaling

Basically whenever you launch your opponent in the air every hit in the air you followup with, it scales with every hit in the juggle.

You can see here that the first initial hit, in this case, the launcher will begin at 120% scaling of the move

Now keep in mind that all moves that hits your opponent while both their feet are on the ground, which I will call a “standing opponent” will do 120%. (Please do not mistake this for an opponent guarding standing, or crouching, both will do the same 120%. Just keep in mind that whenever the opponent has both feet on the ground it will do 120%.) So keep in mind that such things as Natural Combos (NC) and Natural Counter-Hit Combos (NCc) will retain the 120% scaling (with the exception of the first hit in a NCc, since on Counter-Hit moves will do more damage varying anywhere from 125%~141% on average, depending on the strength of the move) since your opponent is still considered standing.

Though after being launched by a “launcher” obviously, the scaling begins and will continue to get scaled followed by every successive hit on your airborne opponent. The specific scaling formula goes as such: 120% (the launcher), 60%, 50%, 50%, 45%, 45%, 45%, 40%, 40%, 40%, 30%~

…and the scaling begins

Grounded Hit

So like I’ve stated earlier, hitting a standing opponent will do 120%, where as if your opponent is grounded, grounded hits will be reduced from the usual to 100%; though this is not the same as previous games like Tekken 5: Dark Resurrection. In previous games (excluding Tekken 5.1, that shit didn’t even exist), standing hits and grounded hits both did the same percentage of 100%. So with this new strategies will come along with the whole okizeme game (ground game, I’ll go into this further in a soon-to-come article,) since grounded hits will do less damage per se than what regular hits normally do.


Now what is a low-wall-hit you ask? A low-wall-hit is when your opponent appears to be grounded at the wall when you hit them.

You’ll have to excuse the blurriness of this picture, T6 motion blur ain’t no joke.

This happens when you hit them when they were really low on the wall, and almost fully grounded. You’ll notice in the picture above the scaling goes it’s at is 70%, instead of 100% like a regular grounded hit. In the Tekken 6 series, the wall system was changed from previous games, they introduced a new mechanic to walls in which we call a “wall slump.” In the previous game of Tekken 5: Dark Resurrection, all wall hits did 70%, even the low-wall-hits in that game did as well, which were actually a lot harder to do. But now it’s no longer the case, the juggle scaling is retained even at the wall, except for when a low-wall-hit occurs. Usually a lot of combo enders will end with a low-wall-hit, though some characters have a low-wall-hit in the middle of their wall combo, which is all character specific.

“So, what happens to the scaling when the low-wall-hit happens in the middle of a wall combo?” Well, let me use Lars as an example, one of his main staple combos at the wall is: …,W!, uf4, B!, df1, db21, f1+4. There’s two low-wall-hits that occur in this combo the first one occurs when Lars does db2 in that combo as shown here:

You can see the scaling is back at 70%, but the following hit:

goes back to the regular scaling formula, right where it left off. If you haven’t checked out episode 1 of Level Up Your Game, make sure to do so to help you better understand how the wall system in general works.


There are certain moves in this game where if you hit your opponent “deep” enough with it, it’ll have a clean-hit property to it. Meaning that X move will do more damage, depending on how close you were to your opponent when you hit X move. Now keep in mind not all moves have this property, only a select few actually. Many characters don’t even have a single move that’ll give a clean-hit.

So let me use Paul as an example, since he’s the king of clean-hits. Paul’s deathfist (qcf2), demo-man (d4:2:1+2), and qcb2 all have the potential to hit clean. I’ll mainly use Paul’s deathfist for this example. From afar Paul’s deathfist at the normal 120% only does 38 damage, where as if done from close range with the clean-hit,a scaling will boost up to 178% and do 57 damage. Now not all clean-hit moves will boost up 58%, it’s just like counter-hits it varies from move-to-move. Paul’s qcb2 with clean-hit actually scales up to 185%, and his demo-man scales to 180%.

“So can clean, rage, and CH effects all add up?” Yes, yes it can. A CH+clean deathfist scaling already jumps up to 212% doing 68 damage. Where as if you add about 34~35% more for the extra damage your character can do in “rage” mode, ouch.

mmMmm what you say, indeed.

Alright now that about wraps things up, hopefully this helps you guys better understand how to maximize your damage :).

15 Comments leave one →
  1. December 25, 2009 5:27 pm

    Oh my god. I died laughing at the vid. Good write-up Mike.

  2. December 25, 2009 5:31 pm

    Good write up MYK. We put some data up but never released it here, if you want to reference it:

  3. robee_g permalink
    December 26, 2009 2:17 am

    Wow that was great, nice.

  4. The Invincible permalink
    December 27, 2009 10:38 pm

    OMG! Paul decimated Lee with just 3 moves!! DF, b+2, and Demo Man!!!

    • December 28, 2009 3:19 am

      haha yeah, but 2nd move is f1+2. Still a great video though 🙂

    • The Invincible permalink
      December 28, 2009 4:54 am

      Sorry… That’s actually DF, f+1+2, and Demo Man.

      Demo Man FTW!

      • The Invincible permalink
        December 28, 2009 4:57 am

        Oh you beat me to it. I have just replied when I saw yours. ^__^

  5. Nai permalink
    December 31, 2009 2:08 am

    wow, a raged death combo. haha. great article, MYK.

  6. krazykoreanfrank permalink
    December 31, 2009 2:39 am

    HAHAHAHA nice video!!

  7. VenoM362 permalink
    January 2, 2010 2:00 am

    And people that is why VenoM362 HATES PAUL!!!

  8. CBK permalink
    January 3, 2010 4:33 pm

    Nice article MYK! I noticed something you can revise though. I noticed this lack of info in the “Level Your Game” web cam too. Almost if not all characters have sweeps from wake-up that can hit clean. And only when they do hit clean do they knock your opponent down.

    So when are we going to see the in-depth coverage of characters?

    • DrBhup666 permalink
      January 5, 2010 5:46 pm

      I second that notion!

  9. Ilpalazzo permalink
    May 9, 2011 10:59 pm

    Sounds to me like proof that jugglers are lamo’s and they should stick to solid fights instead of tying to go the cheap route, which is good because I got so incredibly sick of the air jugglers in T5DR


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