Slightly less chance of getting angel because the angel can sometimes transform into a devil. It's actually more damage than I listed because of the first attack (30 damage). If you consider the green reaper damage, it's 30 + 140 = 170. The 30 damage will activate guts scaling so it's 150.4. This will kill Chipp and Millia at 50% health. On Wed, Jan 21, 2015 at 3:14 PM, Wynand-Ben <paashaasggx@xxxxxxxxxxx> wrote: > Purple devil is not the norm tho... there is the same change of getting > the angel. > > Im pretty sure he is the only character who can do that(Think most other > supers do less damage) and only through "luck". Doesnt seem so bad really. > > Danger Time can fuck off. > > Hellfire aint that bad imo. If you close to death the opp needs to be a > bit more scared of wakeup super. > > ------------------------------ > Date: Wed, 21 Jan 2015 15:09:09 +0200 > Subject: Re: DRE: CTS community mail > From: ilitirit@xxxxxxxxx > To: cpt-fgc@xxxxxxxxxxxxx > > I really think they should remove Hellfire and Danger Time from this game. > > In Hellfire your Supers do 20% more damage. Guts scaling kicks in after > 50% health. > > Consider the situation: > You have 51% health left = 214.2 > > Your opponent, Faust is knocked down and you're going for oki. He does > wake-up kancho (purple devil) which hits a character with standard > proration for... 216 damage. This will kill everyone besides Slayer, > Bedman and Potemkin. Not even Ultras in SFIV are this harsh. Shoutouts to > Lumi vs Zombie Hunta. > > Now consider the defenders options when you try to bait wake up super: > 1) Throw - beats blocking and grounded, non-invincible meaties > 2) Poke abare - puts you in a bad position > 3) Super > > Blocking is only good for 1 of those options. 2 of the options put the > attacker in a bad position. This puts you in a situation where in many > cases your best option is simply to avoid oki, which in turn slows the game > down. > > They should remove this or reconsider its implementation. > > > On Wed, Jan 21, 2015 at 2:24 PM, Ashraf Barendse < > ashraf.barendse@xxxxxxxxx> wrote: > > Yeah, even when I was mashing on x without reading or watching, to get > through story mode for the points, it took over an hour. > > On Wed, Jan 21, 2015 at 1:20 PM, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote: > > Whoever designed Xrd's story mode is a masochist. That shit is like 3-4 > hours long. > > > >