Lifebars/Percent/HP counts

maybe the TC wanted the players/spectators to know two things:

  • how much damage is needed to finish the round (or how much hp the opponent has)
  • how much damage is needed to tie or surpass the opponent’s proportional hp (even if the hp is the same for all characters)

both don’t seem to allow (without other information) to determine how much hp will be lost if other factors are present, like opponent’s defense multipliers/guts, character’s attack multipliers (for example, UNIEL’s vorpal and veil off mechanics) and damage scaling, though they would help players and spectators know how much hp both players have after the attack or combo finishes; if said additional information would be included, they would have to be included in a way that doesn’t confuse the players much, during the matches.

one interesting thing that DFC/DFCI’s HUD does is show who’s winning (during matches, the character with less hp has free pushblock, the one with more hp needs to spend around 50% of one stock, forgot the exact amount, to do pushblocks), there are two small arrow-like displays at each side of the timer display, the player with most hp has his/her “arrow” lit (or the other way around; forgot which, but I think it’s the former)