After evaluating DOA5U's damage output, 300 HP is actually better than 270 HP. Lower health allows luck to play a larger factor in determining victories. Kasumi does fine on 300 HP.
There is nothing to evaluate. The game was balanced on 300 points of life, changing it in the game would make the entire cast strong. If the life bar would drop the game would be balanced accordingly to it. 300 points of life is a turn off for a small few because it allows careless play unless you are playing a quick or moderately fast high damaging character.
Lower health does not allow luck to play a larger factor. It forces you to pay attention because 2 bad interactions can kill you. Outside of the holds in DOA4 doing too much damage not many mistakes could be made in that game due to what would happen to you. The same thing goes for DOA3 (DOA3.1) and DOA2U. With a 300 point life-bar you can be a tab bit lenient with your decision making.
I would rather take EIiot in DOA4 with a 270 life-bar rather than have him in DOA5U/(probably) LR with a 300 point life-bar. I am not saying his damage is weak but, I have 300 points of life to play with and he is-no: Mila, Busa, Gen Fu, etc..
If anything, 300 points of life allows this game to show more of its flashy-ness than anything. LOL, nobody wants to be Izuna Dropped once and be afraid to do anything after it. Although, those were my fun days and I miss them.
I hate the current life setting if you can not tell by now.
Actually, no it doesn't. Kasumi's damage is hindered by the health bar lol.
No, her damage is not hindered. She is one of the few that functions well with it. Her throws for the most part is what allows her to do it. Since her throws tie heavily into her game-play, she is just fine with 300 points of life.
Not sure if this is 100% true, but Kasumi's input from 7K to hoshinpo has changed from 7K 6P+K to just 7K (6)
It was shown in the latest stream that's on the front page atm, when they put the move lists onscreen
I saw this as well, I thought it was a new addition as far as allowing her to cancel the recovery frames on hit. Letting Kausmi juggle without having to dash back in to juggle and messing up potential damage because 9PK has a good wall detection. Either way is cool with me. Less buttons to hit in that quick window to juggle after landing her teleporting attacks.