DRAGON BALL FighterZ

DRAGON BALL FighterZ

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Joe Cool 16 NOV 2024 a las 10:58 p. m.
Arcade scoring makes no sense.
So I'm fairly confused as to how the arcade scoring works.

I'll have two different rounds where I get a perfect victory, I mix up my combos, I alternate between characters regularly, I finish all 3 opponents with a super move, and I finish the fight super quick (less than 20 seconds to finish each opponent)

One will be scored at 380,000... while the other will be scored at 280,000???

In addition, sometimes I'll get say 250,000 and that will be scored as an A, yet in the next round I'll get 230,000 and yet that will be scored as an S. How is it ranked S when it's a lower score than the round that was ranked as an A?

Does anyone actually understand how the scoring works in arcade mode?
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AshBhlaster 18 NOV 2024 a las 11:13 a. m. 
Maybe you've already figured some of these out already, but this is my anecdotal evidence from playing Arcade mode when it comes to scoring and ranking

- Destructive finishes boost score
- Dramatic finishes boosts score
- Ring Change boosts score
- The more cumulative damage your team has lowers score (Meaning you want as much remaining health as possible)
- Sparking usage lowers score
- Successful summoning of Shenron raises score
- Total combo duration raises score (higher is better) Mix-ups seem to not matter at all
- Perfect (not getting hit once) guarantees a S rank.
- Finishing higher on the Arcade Tree boosts overall score
- Rank letter seems to have a %modifier to score, so the higher the rank the better the modifier. You can achieve a high rank score but scored poorly on other metrics, meaning your scoring numerical value could be lower then say your previous A rank run. This most likely is because your combos were good, but your health was low at the end of the round. (see below for details on how health affects scoring)

Additionally, scoring rank is always higher and more forgiving in the first few parts of the arcade tree, regardless of how badly you preformed. The further down the arcade path you go, the more harshly the game scores you based off of the metrics above.

Your rank lettering score seems to be directly tied to remaining player health/fighters remaining at the end of the match, even if you had pulled out insane combos or 1v3'd the opponent with your last remaining fighter. If you're missing 2 of your fighters the highest rank you can get will be a C, or if you have all 3 fighters and each of them have less then half health, you will rank in the B range or lower, only achieving A rank if you summoned Shenron and or had really long combo strings and destructive or dramatic finish.

A side note, the further down the arcade tree you progress, the following modifiers are applied to the AI
- Better block string timing
- Better Z vanish & Block character swapping
- Higher damage output, to the point where one basic combo to 3 level one swaps will kill a full health character
- Higher meter gain (dramatically higher in the later stages)
- Chances of using Sparking during a block string goes up drastically, if they have sparking available. The AI will use sparking on their first character even when they are at very high health.

Again I must caution: these aren't proof of the games scoring metrics, and all of this evidence is just anecdotal. I have played many arcade runs on the hardest difficulty and these are the "trends" that I have noticed.

Cheers and enjoy your day!
Conehead_Gamer 22 NOV 2024 a las 9:23 p. m. 
Publicado originalmente por AshBhlaster:
Maybe you've already figured some of these out already, but this is my anecdotal evidence from playing Arcade mode when it comes to scoring and ranking

- Destructive finishes boost score
- Dramatic finishes boosts score
- Ring Change boosts score
- The more cumulative damage your team has lowers score (Meaning you want as much remaining health as possible)
- Sparking usage lowers score
- Successful summoning of Shenron raises score
- Total combo duration raises score (higher is better) Mix-ups seem to not matter at all
- Perfect (not getting hit once) guarantees a S rank.
- Finishing higher on the Arcade Tree boosts overall score
- Rank letter seems to have a %modifier to score, so the higher the rank the better the modifier. You can achieve a high rank score but scored poorly on other metrics, meaning your scoring numerical value could be lower then say your previous A rank run. This most likely is because your combos were good, but your health was low at the end of the round. (see below for details on how health affects scoring)

Additionally, scoring rank is always higher and more forgiving in the first few parts of the arcade tree, regardless of how badly you preformed. The further down the arcade path you go, the more harshly the game scores you based off of the metrics above.

Your rank lettering score seems to be directly tied to remaining player health/fighters remaining at the end of the match, even if you had pulled out insane combos or 1v3'd the opponent with your last remaining fighter. If you're missing 2 of your fighters the highest rank you can get will be a C, or if you have all 3 fighters and each of them have less then half health, you will rank in the B range or lower, only achieving A rank if you summoned Shenron and or had really long combo strings and destructive or dramatic finish.

A side note, the further down the arcade tree you progress, the following modifiers are applied to the AI
- Better block string timing
- Better Z vanish & Block character swapping
- Higher damage output, to the point where one basic combo to 3 level one swaps will kill a full health character
- Higher meter gain (dramatically higher in the later stages)
- Chances of using Sparking during a block string goes up drastically, if they have sparking available. The AI will use sparking on their first character even when they are at very high health.

Again I must caution: these aren't proof of the games scoring metrics, and all of this evidence is just anecdotal. I have played many arcade runs on the hardest difficulty and these are the "trends" that I have noticed.

Cheers and enjoy your day!
quick question. does the AI learn how to do a level one into a level three? like, for example, ive gotten hit by ssgss gokus lvl 1 move, and then they immediately used a level three with the same character. i mean instantaneously, no switching characters, no doing fancy tech, just a level 1 special into a level three special within 2 seconds of using it.
Joe Cool 23 NOV 2024 a las 7:49 p. m. 
Yes the AI can do a lvl 1 followed immediately by a lvl 3.

The AI can also do ground supers while in the air, as the game will just teleport their character to the ground instantly.

It's kind of wild how blatantly the AI cheats.

And I still don't understand how 230,000 can be rank S while 250,000 can be rank A.
Conehead_Gamer 24 NOV 2024 a las 10:37 a. m. 
Honestly, that kinda scares me.
🌎Earth 24 NOV 2024 a las 7:56 p. m. 
the ability to do a lvl 3 right after a lvl 1 was added in the latest patch, the AI isn't cheating because you can do that as well.

as for them doing ground supers in the air, well we would need to know what characters are in question here because some supers will automatically ground them. i wouldn't be surprised if the AI is also aware of the mechanic to get to the ground faster and then it inputs a super. which you can also do so i wouldn't file that as cheating.
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