SF5 seems way more involved with the idea of being “committed”. Like doing crouch tech results in a stand throw. you do DP and you’re left hanging if it doesn’t hit, or you don’t have a super to burn. You do c.MK is it’s because you wanted c.MK, not that it was secretly covering other bases. So I really don’t see what the problem is of not taking chip when you’re already at no health. Come on let’s face it, either we got this, or Capcom would be bringing back parries which is a way more broken mechanic. It just sounds kind of weird for now when a person can’t deliver the win at full screen using fireballs.
I was thinking, without the no chip kill… it could evolve towards the winning side to just turtle out when the opponent is at 0 health. Why take the risk to attack at that point when the timer is in your favour? It’s up to the losing side to take the initiative. That can go with previous SF games too of course, but I think no chip kill amplifies it. There’s no more “go for the chip” to avoid the opponent build more meter for the comeback and/or next round. No incentive at all to attack.
Time scam is already happening in SF4 anyway, nothing new. BUT I do think that since this is a new game, Capcom should follow examples of other fighting games that came after, specifically Guilty Gear Xrd - if you turtle out or if you are sitting on the defense and not doing anything to really attack your opponent (e.g. dashing/jumping backwards and such) - you are given a pentalty that depletes your entire Tension Gauge (the super bar). I think SF5 could implement something like that too, but maybe less punishing since in Street Fighter - your super/EX bar is much more important as GGXrd has more mobility and offense options other than using the Tension gauge to to Roman Cancels (essentially a FADC)
This is ot, but gauge basically does EVERYTHING in GG. So getting a neg pen is generally a round losing thing.
Gauge gives you supers, yrc, rrc, and faultless defense.
Basically without it you can’t pushblock (fd), do optimized combos or use super.
Compare NOT having those options in a round to the guy that still has those options as your opponent and you can see how much it stings to get penalized.
I would say it detracts from it. It’s essentially a win-by-two mechanic. If the meter building remains fast, damage remains high, and there are no chip kills, there’s really no such thing as a disadvantage unless you look at it from a longer perspective (coming back from losers bracket).
They’re just deflating the definition of “comeback”.
Plus I just find the idea of options becoming available and unavailable really fun, but I seem to be a minority there.
I just don’t feel we’re going to see a ton of evidence where this is going to be a big problem during a lot of matches. It won’t be as drastic as the early SFxT time out issue and if anything could spice things up in situations that normally are just “well he’s gonna get chipped out, game is over here”.
I’m ready to see this rock regularly in beta and final release tournaments and see where people take it first. It hasn’t been done in SF before and I feel it’s something that’s worth checking to see where it goes. Especially mixed in with all the chip and damage options.
Why are you guys against change? People should be rewarded if they’re blocking exceptionally well, not be penalized for it. I for one am glad this type of cheese is removed from the menu.
SF5 is the new SFxT. SF4 had tons of cheese and randomness, but it was all calculated. Watching a player end a tournament with a heavy kick is less exciting than watching him end it with counter hit cr.lp, cr.MK, DP, FADC, duck straight, EX.duck upper, Ultra 2. Combofiend is trying to appeal to the old school SF community. Welcome to how popular SF was BEFORE SF4 was released. Welcome to the death of SF.
Seeing as to how there is no guarantee that it will stay in this game I’d say you at best are misinformed and at worst you can use the same logic on yourself.
idk if any of the changes will be final at all. maybe there will b chip damage maybe not. i think they are honestly trying to make it like 3s or something.
i mean characters like Ibuki and Cammy exist though. nah but for real he mostly has a point
You mean like them adding Instinct Mode to the game? People seem to love it.
The reward for blocking is not getting hit. What special moves in Street Fighter need to be blocked “exceptionally well”? How much of a triumph of skill is it to block a fireball or dash punch? You make it sound like blocking is on the level of parrying or higher. I think doing the moves that are blocked should reward the one doing them, since he’s the one sticking his neck out there; acting instead of reacting. The one exerting control over the stage is working a good deal more than the guy holding down/back(or maybe back sometimes if the opponent is close).
The whole point of chip damage is to penalize inactivity, make projectiles a threat and prevent a possible stalemate. Having chip damage except for the last pixel defeats the purpose of having chip at all. If you can imagine a game of Street Fighter with no chip damage at all and can see how the game would be broken, then you can see how only making it like that for the last pixel is not much different.
Do you have high experience in any Street Fighter games other than 4? Bringing up Street Fighter 4 in this discussion really does no good for you since that game is distinct in how little damage you got from chip. If you merely use SF4 as a reference I get the impression that if you played literally anything else you’d understand that blocking everything isn’t the bee’s knees.
But with all that said, I like normals dealing chip. The thing is though, if they really did take out chip kills because they thought normals dealing chip would be too much then I’d rather them take out normal chip. Maybe just turning chip damage back up to pre-SF4 percentages would work.
Checkmate is a chess term for when you got outplayed to the point that you can’t do anything else but lose. To me that is an acceptable failure.
Woops, you might have been talking about “thought defeating cliche”. I said it wrong, it’s “thought-terminating cliche”. If you are wondering what it means then the quote below has an example. There’s also one in the first quote up top.
Blocking and not pressing buttons in general works very well against Cammy. It’s amusing seeing many Cammy players run short of ideas when you demonstrate that you can block and tech relatively well.
Ibuki on the other hand, oy vey. At some point you’re going to hold the wrong direction and eat shit. It’s not often you see even high level dudes remain completely unscathed from a volley of Ibuki setups.
I have high hopes that SF5 ropes this kind of thing in.
Do ibuki and cammy with their random bullshit win every major out there? Not at all. All the complaints I see about vortex and 50/50’s, from experienced players, smells of bitterness and spite for all the times they were owned by characters they didn’t know. If you want to play an honest character, there are tons of them. Wanna play gimmick characters? Vortex? Footsies? Air control? Zoning? SF4 has characters for every style of play, and it’s your fault for not knowing them and countering them.
Stripping away all the advances made in SF4 from SF5 is bitterness disguised as elitism. It’s pathetic. The diversity and scope of playstyles in SF4 is better than in any other fighting game, which is why it’s the most popular tournament fighter out there. The pretend-snobbery of childish idiots wearing nostalgia glasses will be the end of the SF franchise.
My character is hit heavily by oki’s and 50/50’s, OS and player tech. I can still see what that adds to the game in terms of diversity. Trying to nerf a game to death by removing mechanisms is the best way to kill it. SF5 is a new game, yes, but capcom are missing the mark completely with the bland v-triggers and sterilized gameplay. The way SF5 looks now, it’s gonna be the next SFxT.