I've been skimming around the pokken smashboards and I haven't found anything about this so I'm gonna post
Have you been playing ranked (or anything else really) and survived a hit you didn't think you would? Or maybe you felt like you were doing more damage when you were on your last legs and managed to turn the game around.
This is because Pokken actually has a built-in comeback mechanic (Besides burst mode of course). When your character is at about 1/4th of their health (basically a little after the health bar turns red), you receive a 30% reduction in damage taken for each individual hit and you deal 20% more damage with each strike. What this basically means is that when you're on the verge of being defeated, your single attacks and combos become even more dangerous, and you become more resilient, which is amplified even further when your burst mode is active. For example:
Weavile's Ax5: 122 damage. At low health, it turns into 150 damage, and 164 damage while in burst mode at low health. Not bad. Now, what about damage reduction?
Shadow Mewtwo's Dark Nova (Burst Attack): 246 damage. When the opponent is at low health, it only will do 176 damage. An opposing Shadow Mewtwo with Burst Mode active reduces it even further to 151 damage.
As a side note, the rage mechanic will still kick in even if your recoverable HP extends beyond the rage threshold, which would benefit characters like Shadow Mewtwo, whose damage output gets pretty crazy when he's at low health.
Unfortunately, I don't have the equipment to upload and validate these findings, but feel free to test them out yourself in training mode. Go to Advanced Settings in the training menu and set the HP to "Below Certain Value" for one or both characters.
Have you been playing ranked (or anything else really) and survived a hit you didn't think you would? Or maybe you felt like you were doing more damage when you were on your last legs and managed to turn the game around.
This is because Pokken actually has a built-in comeback mechanic (Besides burst mode of course). When your character is at about 1/4th of their health (basically a little after the health bar turns red), you receive a 30% reduction in damage taken for each individual hit and you deal 20% more damage with each strike. What this basically means is that when you're on the verge of being defeated, your single attacks and combos become even more dangerous, and you become more resilient, which is amplified even further when your burst mode is active. For example:
Weavile's Ax5: 122 damage. At low health, it turns into 150 damage, and 164 damage while in burst mode at low health. Not bad. Now, what about damage reduction?
Shadow Mewtwo's Dark Nova (Burst Attack): 246 damage. When the opponent is at low health, it only will do 176 damage. An opposing Shadow Mewtwo with Burst Mode active reduces it even further to 151 damage.
As a side note, the rage mechanic will still kick in even if your recoverable HP extends beyond the rage threshold, which would benefit characters like Shadow Mewtwo, whose damage output gets pretty crazy when he's at low health.
Unfortunately, I don't have the equipment to upload and validate these findings, but feel free to test them out yourself in training mode. Go to Advanced Settings in the training menu and set the HP to "Below Certain Value" for one or both characters.
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