Krackatoa
Painwizard
I was talking with friends about chip damage earlier.
GG and BB chip is great because you have Faultless. Suddenly, when you're on your last pixel, you're going to lose meter very fast. You might survive if you play correctly, but you will die helplessly if your resources are spent and gone. That's fun. There's gameplay there. Fun, exciting gameplay.
In SFIV, you have no recourse to many chip setups. I personally don't mind that, since you played the game to get the opponent to that state in the first place. However, I don't mind having to get one last "real" touch to close the round. That's fun gameplay right there. It's a comeback mechanic, but a small one (It's also way better than Pandora Mode, let me tell you). In SFV, you can also burn your CA, but that looks like your opponent can burn an Alpha Counter if you try to cancel into it.
I think the only problem I see is that, unlike GG, SFV by design offers more "advantage" to the defender in chip situations than in GG, despite your leftover meter being like a 2nd reserve health bar. You have to be skillful in your application of FD or you'll lose your ability to come back in seconds. In SFV, I look at the characters and see any number of ways where I could lose on an abrupt read, even when pressing the offensive.
But not every game can be Guilty Gear, guys.
GG and BB chip is great because you have Faultless. Suddenly, when you're on your last pixel, you're going to lose meter very fast. You might survive if you play correctly, but you will die helplessly if your resources are spent and gone. That's fun. There's gameplay there. Fun, exciting gameplay.
In SFIV, you have no recourse to many chip setups. I personally don't mind that, since you played the game to get the opponent to that state in the first place. However, I don't mind having to get one last "real" touch to close the round. That's fun gameplay right there. It's a comeback mechanic, but a small one (It's also way better than Pandora Mode, let me tell you). In SFV, you can also burn your CA, but that looks like your opponent can burn an Alpha Counter if you try to cancel into it.
I think the only problem I see is that, unlike GG, SFV by design offers more "advantage" to the defender in chip situations than in GG, despite your leftover meter being like a 2nd reserve health bar. You have to be skillful in your application of FD or you'll lose your ability to come back in seconds. In SFV, I look at the characters and see any number of ways where I could lose on an abrupt read, even when pressing the offensive.
But not every game can be Guilty Gear, guys.