I rarely touch tag, so I can't really say much about that. I've had match experience on Smallest though in solo and needless to say to me it was just stupid... especially with DOA5's mechanics. Just doesn't work in my eyes.
Are you testing this on a standard stage or something? Try doing his izuna off a cliff, or into an electric floor, or into a wall on specific indoor stages. It's more than you're saying it is.
Lost world cliff is always +40 damage. Most cliffs are +30. breakable/electric floor is +10. Indoor stages is another matter entirely.
The cliff izunas are really hard to set-up, unlike Leon desert falconing a bitch off the edge (he gets the same damage sans 2 points from that, btw). If you get that, you hella-deserve all the damage you get from it
IMO Largest & Large are dumber than Smallest health. In Smallest health you actually have to pay attention to your fundamentals as opposed to just throwing out risky shit.
Just keep in mind I'm not referring to offline. To me, normal is the only way to go offline. I tend to go largest online cause as many people are stating, online for this game is weird. Unsafe becomes safe, therefore on smallest the person mashing out unsafe stuff gets away with it, and you get CH and lose your health practically in 1 combo. ( Again, referring to online! )
Largest actually makes online even more fucking stupid than it already is because of DOA's stupidass ground game. Nothing ever works like it should online, and you constantly get beaten out by the dumbest fucking shit.
^ how does that fix itself whilst on a smaller health bar? =S it doesn't. Least you get time to adjust through largest. To me the games mechanics just don't work on anything below normal. I kind of get over repeating myself but with adv. counters, CB combos, PL/PB, dangerzones, cliffhangers do too much damage below normal. 1 Rachel combo on smallest is like 80% life on freaking the dojo stage.
Play offline on Small health and you'll notice that it's actually more solid than you think. Normal health or higher is irritating on stages that don't have big dangerzones. Brute is correct. On 300 HP or higher you have to play the wake-up game more. Offline it isn't too bad, but online it's infuriating.
I will also reiterate that majority of DOA's 200+ damage combos are highly situational and don't happen as often as you think in a competitive setting.
I'm... just gonna agree to disagree then. I'll admit landing CB is dependent on if the person counters or not, however a HC throw is still equivalent to a standard CB launch combo... more depending on the character ( for insta LaMa 3 part throw... heck Alpha's 236236T throw on anything below normal turns into a literal insta-kill if she's hit them 2-3 times prior. Koko even has a guaranteed CB off a well read 44P.
Largest health is stupid. I can agree with Largest health on tag but on 1v1 it makes characters like Pai even worse due to the damage that they do normally. All of my stun-launches with Jacky would be useless as well. It gives players who can't make educated guesses and just mash more chances to mash lol.
I know what DOA's potential damage is, but it's really all hypothetical. Don't forget how much stage positioning matters in an actual match. If you take damage offline, it's your own fault.
That's just it, smallest health makes strikes look more damaging- but at the same time it makes stuff that does good damage even on largest look excessive.
Anyway, I'm a normal health setting person anyway. I'm just saying, Largest to me makes more sense than small-smallest. But that's just me. Small-Smallest does kind of even the playing ground though, so in that aspect I guess it's ok.
I do hate largest health but I think 300 (normal health fot 5U) is the best for DOA. Because in 240 health characters like Sarah, Alpha, Christie, or Gen fu take off hella health. Sarah had like 3 30%-45% combos in vanilla. Now in 5U we have powerlaunchers for extended combos. So said characters can fuck shit up in certain sized health. I think 300 is the best. Thats just me though.