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When a move is performed in neutral, or as the first hit in a combo, it does twice as much damage than if used in the middle of a combo. This means stray hits and anti-airs do lots of damage and players should start punishes with strong-hitting moves wherever possible. Counter-hits also do extra damage, around 25% more. Hits performed in the middle of a combo will do a portion of their damage as white damage, which will linger on a player's health bar and slowly recover while they are not being hit. For more details on how to cash out this white damage, see the Combos section. Killer Instinct also employs damage scaling in the middle of combos.
When a move is performed in neutral, or as the first hit in a combo, it does twice as much damage than if used in the middle of a combo. This means stray hits and anti-airs do lots of damage and players should start punishes with strong-hitting moves wherever possible. Counter-hits also do extra damage, around 25% more. Hits performed in the middle of a combo will do a portion of their damage as white damage, which will linger on a player's health bar and slowly recover while they are not being hit.
When a move is performed in neutral, or as the first hit in a combo, it does twice as much damage than if used in the middle of a combo. This means stray hits and anti-airs do lots of damage and players should start punishes with strong-hitting moves wherever possible. Counter-hits also do extra damage, around 25% more. Hits performed in the middle of a combo will do a portion of their damage as white damage, which will linger on a player's health bar and slowly recover while they are not being hit.