Alongside what
SMAASH! Puppy
said (assuming it's temporary):
(Oh boy this turned out way longer than I initially intended)
I do think that the scenario Puppy outlined above could have decently interesting ramifications, since that would affect some characters like
. If the health-swap character is worried about Wario getting full Waft online (which takes 2 mins roughly), suddenly the health swap puts Wario at a pretty damn wonky position of losing a stock like he was facing a mirror match. Now Wario is both heavy and has really bloody good air speed + Bike, so he can survive most situations until the effect ends, but still. Depending on if the health swap counts as normal damage
would get a full Limit charge, but if Cloud's hit off stage again he'll be forced to use it for a Limit Climbhazzard recovery.
It would be obviously kinda devastating to some light characters like
and
. Pichu would have to use T-Jolt more to make approaches wonkier (self-damaging it in the process) while Puff would have to rely more on aerial drift and its aerials until the effect vanishes. A couple other light characters like
would also be at risk, but GW has more tools to survive high %.
Health swap would carry the risk of Rage with it. While Rage is nowhere near as strong as it was in 4, Rage still increases knockback on single hits. While this in turn causes some comboes to not work, it also carries a risk that the health swap character would be KOed earlier than normal. Most superheavies like
are very dangerous with Rage (although they can wind up in wonky situations too while the effect lasts). Now, some superheavies like
,
and
have more linear approaches, but nevertheless would pack a punch.
Characters that can camp out the health swap would be annoying for the health swap character.
in particular can just decide "Ah well, I'mma just shoot lasers, Gyros and Up B / Aerial every time [Health Swap character] gets close until the effect wears off".
can do similar stuff with Hydrant, Trampoline, Side B and just because he's Pac Man.
Also, a health swap would have some weird interactions:
- might be at KO range if health swap gets him to 100 %... but that also gives him OWA since it activates on damage thresholds. Also remember that Sephiroth thrives on poking you away from him and blowing you up in a second.
- would be potentially extremely dangerous to the health swap character. Not only since health swap gives him GO, but also since Terry's playstyle heavily revolves around " oops-you-hit-a-button-in-neutral-here's-45%". Terry's also really heavy and has recovery mixups, so he's not the easiest character to KO.
- Likewise, depending on if the health swap counts as normal damage, 's now at KO range but gets Arsene out of it. I don't need to go into further detail here.
Worth noting that it did take Netherrealm 4-12 engineers over 9 months to do so. And while I'm on the side that firmly believes it's possible (even if really wonky) to implement rollback into Ultimate, we'll also have to take casual FFAs with items etc. into account. Sakurai / Bamco would have to hire lets say 10-20 engineers who know their stuff and then let them work on the rollback for 9+ months (if not more) so it doesn't wind up like SFV's botched rollback. And as the GDC talk notes, they'd have to keep some of the engineers around for upkeep.
That's what I assume Sakurai meant when he said there were "side effects" - that is, they simply didn't have time or budget to fix them in time for release.
Bonus points if it can shoot lasers for no real reason.