I’m not a fan of the idea. Especially not vs. a character who thrives up-close when I could be using a character that’s better suited for the mid to far-range game. Keep that shit in Namco fighters and let me chip.
But then again, since you’re the second biggest troll in this forum section, that’s not really surprising.
The point is that, there are more than a few players who are more than willing to just toss out whatever moves they have once someone’s just in chip range. Heck, I’ve personally lost count of how many people I’ve beaten by running away and then just tossing out Blanka’s U2 for the chip. At the same time, there are players who will just give up mentally and/or just save their shit for the next round, once they know that they’ve lost the ability to block since the chip will kill them. Not having chip death takes that element out. Someone who’s on the verge of winning can’t just keep tossing stuff out from safe ranges hoping that they’ll get the chip. At the same time, someone about to lose can still dig deep, put out his best defense and try to mount a comeback from behind.
It’s not a “comeback” mechanic in the same sense as Ultras or X-Factor since the losing player doesn’t gain anything from taking damage. Heck, the opposite is true with chip death where the losing player is put in a slippery slope situation where it’s harder to mount a comeback because mechanics are taken away.
P.S. You really should be thankful that we don’t infract for idiocy. You’d have probably gotten banned from this board a long time ago.
Blanka’s U2 is cheap AF when it comes to chip, you’d be hard pressed to completely avoid it (unless the Blanka player just completely is sucking on purpose). That’s why I say make the no chip out thing a little more skill/knowledge dependent and make it a “just defend” thing. But it doesn’t look like that’s a thing this time around.
I do agree people tend to give up. Giving up is lame. Some of the most rewarding rounds are those comebacks where you knew the other person was feeling themselves, and I just refused to give up.
I don’t personally see anything wrong with “tossing stuff out from safe ranges”, that’s Street Fighter.
It’s just like that Mike Z argument against guard breaks where it becomes more about going “tap-tap-tap” to break guard. But instead, it’s throwing out specials/supers because you know it’ll chip.
Heck remember Evo Moment 37. That’s exactly what Justin was trying to do since he just wanted to close out the match (the difference being Daigo caught him out with parry).
EDIT: Of course, you could say, “just bring back parry then”. But that brings with it it’s own set of demons and I’m sure that not everyone wants it in the game.
If it’s YOLO style then they should get punished. I see your point, it is a little auto pilot-ish.
But for me removing chip out removes a special set of circumstances that really changes the mindset of each player and in turn the way the round plays out (in some cases it causes more hype/tension and in others like you pointed out it turns out kind of lame). But it is something we have always had to be cognizant of towards the latter part of the round.
Now we have normals doing gray damage and no chip out; it just seems a little backwards. Like they could have not touched this part of the system and ended up with the same results.
I know those things will more or less cancel themselves out, but are they making too many changes to the series’ staple mechanics? And for what, to encourage more offense oriented game play?
I’d rather just see more EX bar built when attacking and not have any meter built when defending, if that’s the case.
Let’s not forget that with normals doing chip damage now, everyone is a throw, overhead, or whiff punish away from taking heavy damage if they were blocking a barrage of attacks.
I can’t wait for the mind games when an opponent has taken huge amounts of chip: walk forward like you are going to throw, stop short and counter-hit their tech attempt. Low forward fireball with Ryu, v-trigger cancel it into nothing and hesitate a second to see if they jump out of the corner to avoid guard break… Just so you can anti air them.
We’ll probably be seeing a lot of that. That’s part of the reason I think Ryu’s V-trigger might be a little OP if he is the only one with the buffs he is receiving.
That whole scenario…into unblockable/guard break hadouken. So awesome/lame at the same time. :#
I don’t like it- no chip death means lower overall risk, and lower risk means less excitement. Evo moment 37 would have been completely forgettable if Daigo wasn’t in dire peril the whole time.
I don’t particularly like chip on normals either. Chip on normals blurs the difference between characters with strong normals and characters with strong specials, which is kind of a back-end reduction on potential character archetype variety in the game.
I like having someone like Cody on the cast who has to pick up a weapon (or otherwise earn the buff, maybe like oiling up with Hakan for example) to gain access to this attribute. That makes sense, but not the whole cast for free.
In all seriousness, nothing’s wrong. I personally just find it way more entertaining for someone to need to score a hit to win the round. It makes things more risky.
If the player did everything he needed to do to get another player’s life bar into chip-out range and has the resources necessary to inflict that chip damage, I’d say let him. The other player made enough mistakes already and should have to put in a lot of work to make a comeback (unless of course it’s a checkmate situation, which is part of what I like about chip). Again, I don’t like the idea of how this would favor close-range styles over styles more suited for the range/fireball game toward the end of the round. You’d also apparently still get meter for blocking a fireball while not taking chip if the speculation in the Mike Ross vs. Combofiend video is true.
If there are still a lot of meter-based moves that bypass projectiles like there were in SF4, what would stop me from just lamely blocking the FBs until I get the meter to shut it down completely? Only the timer and/or the opponent switching gears to an aggressive style and potentially surrendering their ideal way to control the match. Nope, 'don’t like it.
Maybe everyone can guard break as partial compensation for that, but that remains to be seen.
I kinda touched on this in the main discussion thread, but after putting it in a lil’ perspective, if they keep the “no chip” part of the system in tact, then it could be interesting. I mean, with normals currently taking off gray/recoverable health, and specials taking off regular chip damage except when you maybe have a pixel left, that’s a plus. I would wager a bet that NO ONE likes losing to chip damage anyway, so this could be a decent compromise. Back years ago, I came up with a method for a fighting game so that players will think twice before winning by chip (or are scared to win that way), but if this is implemented in a fair way for SFV then it could work.
I remember back in the SF2 days, that you were labeled a scumbag in our arcade if you won by chip for such a cowardly act. (LOL) Or better yet, I still love in SFA2 if you won that way, the KO’d character would just drop, and your win icon was of a cheese slice. Or better yet, in Vampire Savior, you win that way, it says CHEAP WIN and the game audience boos you. (LOL) Love myself some Darkstalkers sound effects, but anyway, I’d be all for a cheese icon win if they decide to let you win by chip damage again. (snerk)
I think the problem with chip out isn’t so much projectiles, you can jump them or use projectile invincible moves to avoid them, etc. The problem and really cheesy part of chip…is when you have an invincible special that you can just walk up and chip opponent to death and they can’t do anything (Shoryuken!!! for example). I like this no chip out idea, it will make those critical high tension moments even more exciting to play.