Damage correction

What it is

Damage correction is changing the damage of a move under particular conditions.


For the purpose of adjusting game balance, most fighting games implement it. Most of these reduce the heft of damage.


The most common cases are:

  1. When combos extend to a certain point.
  2. When dealing damage to an opponent floating in midair (i.e., per juggle hit).
  3. When a special move has been cancelled (including special cancels).
  4. On-the-ground hits.

In 2D fighting games, #1 and #3 are typical; in 3D fighting games, #2 is. However, in 2D games featuring air combos, #2 and #4 are often found.

KOF 2003 and later

Damage correction is particularly conspicuous in KOF 2003 and KOF XI; it is particularly mean to many Super Cancels and Dream Cancels.

The underwhelming combos caused by this accounts for the mild unpopularity of these games among some.

Guilty Gear

In the Guilty Gear series, the damage is, to a certain extent, proportional to the guard gauge. Thus, with even the same combo, if a proper rushdown blockstring is used just before a guard crush, the damage will be higher.

Speedier characters that can do rushdown more easily can, to a certain extent, raise their opponents’ guard gauges more often, so damage correction is applied to adjust the balance in relation to their throughput.

Further reading

Original CSS design by
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Based off the article on the kakuge.com wiki, edited on or before 5 January 2009.
Unofficial translation published by BRPXQZME / Alfie Parthum 1 February 2009. No unauthorized redistribution permitted.