Oh yeah, it gets dumb. It’s pretty much 1v1 marvel. I like it.
On topic, no chip kill does seem strange. My gut says they should expand chip kills to include specials, but I’m not ready to complain about it yet. Taking the wait and see approach
I can’t do MKX. It plays like a 2d fighter trying to be a 3d fighter except all lows go into full combos instead of just being a way to break up someone avoiding overheads and launchers. Combo breaker system is very one dimensional and not very interactive between the players unlike the ones in other games. Block button stifles ground movement and doesn’t allow for cross ups.
I still would have played it some if the netcode wasn’t awful, but it is. It has some interesting concepts and the matches can be pretty fast paced, but it just doesn’t do it in an interesting way for me.
MKX has vortex that is more oppressive than SFIV but without any of the latter’s defensiveness, which actually makes it a worse game. Matches simply devolve into corner carry into set play setup.
The lack of chipping someone to death is a good move. It allows the person whose low on life an opportunity to make the opponent work for his win. At the same time, the person low on health is still at risk of losing. The opponent can either sit on his lead or continue to throw projectiles. I don’t see how this is bad at all. If anything, in SF4, you were super screwed if you were close to being chipped to death. It either asked you to use an EX to blow through the projectile, keep jumping over them, or just eat the chip and lose. All of these scenarios were predictable for the person ahead. Now, you have to do a little more to beat someone as opposed to chipping them out.
You sit on your one pixel in SF5? Ok. You’ll just get timed out. The ball is in your court to do something, not the other guy’s. You move forward? Ok. This is where the battle of wits and skill come into play. We saw this with the pro exhibition yesterday when the Charlie player(I think it was Mago?) was able to do something similar to this. In other words, I feel as though it adds more layers for players who are stuck in the getting chipped to death zone.
The final pixel is a nice touch to counter balance the damage each character can dish out. It is very experimental for the Street Fighter matches and at worst can make matches tedious and filled with tension. I can see the sodium levels rising now…
No chip kills is just another comeback mechanic. If you suddenly can’t take damage from chip and your opponent can, you’ve been rewarded for playing poorly.
It’s also solving a non issue as far as I’m concerned. Inescapable chip deaths are fine. If you are in a situation where you can’t avoid a chip death you probably deserve to be there based on your earlier decisions.
It’s going to prolong matches or force the offensive player to make riskier choices. I don’t think you should be penalized for outplaying your opponent.
Crush counter are counter hit triggered only on some normal moves, like chun HK.
Those moves are apparently unsafe on guard, making it high risk/reward.
But counter hits already give you some advantage over them (Like Bison’s slide launch opponents or is that a crush counter?). So when a crush counter is triggered, the opponent spins around allowing you to combo them right? Or is it just a push back like V reversal?
There’s at least 15 anime games with this “comeback mechanic” and they seem to work out fine. That’s like calling the Guts system in Guilty Gear a comeback mechanic. Super Turbo supers were designed for comebacks also, but in the end you have to build your comeback and it’s not really something you get purely for getting hit.
I think it’ll be more interesting to see what people do to get around the no chip kill thing. I’ve seen people forcing trades as a way to get around it already. Not to mention the damage is so high in this game that it’s hard to get the game to come to a point where someone could time you out with it.
I just see the chip kill protection as a way of bringing something that’s already been in a ton of anime games a chance to be in a footsie game and see where it goes. People will complain now but once a lot of strategies are built around it it will just be another thing in the game IMO. Obviously this was put in place now that EVERYTHING chips. They wouldn’t have done this in a game where normals and basic frame traps don’t chip. I like it because it allows the game to be very visceral and always have things draining your health, but then you still have to be creative to land that last blow like in Guilty Gear.
I understand we’re a bunch of old SF men who don’t want too much crazy anime stuff in our fighting games and that it worked just fine when people just chipped and died, but let’s not be too old here. There’s a lot of ways to hurt people quickly just like in the old games and now with the new chip system in the game, even blocked normals in footsies and frame traps cause chip that add up quick. Making it so people have to push for that last clean hit in a game full of high damage and chip isn’t really turning the game upside down I feel.
3rd Strike parries do more to comeback for you than this chip kill thing does. It doesn’t reverse attacks for you, it doesn’t make you do more damage, it doesn’t give you more frame advantage on block, it’s just a pixel protection that’s been in a lot of other games.
Why do you keep comparing this to anime games? This isn’t an anime game my friend
also guts is something that many players (myself included) don’t particularly like. They deal with it but could easily do without it.
In guilty gear specifically, most characters have ways to SETUP their last hit mixups behind ridiculous projectiles, and it’s usually a non factor that chip doesn’t kill (I’ve been playing the game for a couple months and this is the first I’ve actually heard that chip doesn’t kill) LOL. If it’s that hard to notice then it isn’t a huge thing in that game at all because of the way the game works.
But in streetfighter 5 it comes up ALOT. It came up a lot in the last tournament and it will continue to do so.
I saw birdie versus birdie and the one birdie that got bopped the entire round and was left with 0 health actually started to be the aggressor once the he could no longer take chip damage and the other birdie still could.
It is a ridiculous mechanic ATM the way it is implemented. It is almost nothing like anime games where chip don’t kill because those games will have you using projectiles to setup ridiculous 3 way mixups or have projectile games so good that they can bullet hell shmup you into getting hit.
But comparing this game to an anime one aka an airdasher, is dubious to me since this game has no airdashes and doesn’t lend itself to the ridiculous mixups that anime games/airdashers do.
Technically you can chip kill in GG, it’s just you effectively can’t most of the time because of faultless defense. In games like Melty Blood and other anime games you pretty much can’t chip kill period.
I just don’t see why it can’t be done in a footsie game. Even in that Birdie vs Birdie mirror, the Birdie with no health still has to tread carefully as even getting traded means that he’s dead. Which isn’t too far off from how those anime games work also where the opponent puts out hit boxes to force trades.
It’s really early and throwing your arms up about it is like the SFIV guys who are throwing their arms up in the air about the heavy damage. Let’s let it rock and see what strategies people come up with first in a game where everything chips, frame traps are tight and the damage on attacks and throws is high.
The whole no-chip-kill thing is way over-stated. If your opponent is sitting at zero health, at some point they need to come after you to do damage to you. This opens them up. If they DO turtle up and just try to become a blocking god, you are still building meter like crazy if you pressure them, once you have the meter (pretty easy to do in this game) it’s all moot at that point, you get your chip kill potential.