Street Fighter 6 Chip Damage

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Idara Viengxay

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Aug 4, 2024, 5:55:52 PM8/4/24
to soyliegako
Normaldamage is damage taken from an attack, some characters take lots of damage whereas others don't. There's also moves with lots of damage. Counter Hits tend to do more damage than regular attacks, do more Hitstun, and some attacks gain secondary properties such as Ibuki's Bonshogeri in Street Fighter X Tekken where a counter hit on a crouching character will cause a Stagger. Some games such as Street Fighter V has Crush Counters to lead to higher damage on connection.

Some attacks such as Ibuki's close hard punch or light kick Tsumuji are multi hit attacks that once the sequence activates all attacks of the sequence will activate at it's timing when conditions are met. In this instance all hits of the sequence are usually done to add up to a certain number. For example Ibuki's Agemen to keep in line with most other medium attacks does a total of 60 damage in SFXTK. Both hits of the attack despite having different hit properties add up to 60, or in this case both hits do 30 damage each. By comparison Ibuki's own EX Neckbreaker does three hits compared to a single hit of her non EX version. The non EX version does a total of 160 damage in the aforementioned game while the three hits of the EX version do not activate unless connecting with the opponent and all three hits combine to do 180 damage total. In most cases one multi hit attacks do not add to the Damage Scaling chart but they might add to the Juggle total. Ibuki's close hard kick in SFXTK for example only counts as one point in damage scaling despite it doing two hits but adds two points to the juggling chart despite it being a single attack.


Attacks such as Ibuki's Backhand Punch while seemingly similar to multi hit attacks actually are treated differently in game. Her Tsumuji for example, the light kick version only does two hits. The medium and hard actually have two follow up options that have their own hit properties and damage. In these cases the final hit when the player chooses to activate actually do add to the damage scaling chart. If Ibuki with no hits prior uses her hard kick Tsumuji and follows up with the standing kick followup and continues it the next hit will do 80% damage because the first two hits of her tsumuji is one point and the follow up uses it's own point. By comparison her EX Tsumuji despite doing more hits only does 1 point to the over all scaling because all hits happen by Ibuki herself without further player input.


Chip Damage as well as known as Block Damage, is damage taken when blocking an attack, only special moves can do chip damage, moves with multiple hits causes the most chip damage since chip damage only takes -1 point from the opponent's health bar, excluding some specials like Shoryuken or pre-Street Fighter II Turbo Head Press.


Street Fighter V changed how chip damage works, normal attacks lower health but leave provisional damage, specials work in the same way as previous games aside from not being able to get the KO with chip damage, as only Critical Arts such as Kachofugetsu can accomplish in this game.


Provisional Damage is damage that can recover back to pre-contact, This can only happen when attacks are released to an armored move, It is colored usually silver or it can be other colors depending on the game and recovers really slow. Whenever an opponent gets hit during the recover, it will cause the health to remain as it is. In some games provisional damage can occur simply by getting hit or taking chip damage. In team games provisional damage can usually be recovered when a character is tagged out and not in battle.


When the opponent's health reaches lower in capacity, the Damage Reduction gets higher. 75% health will start making the opponent reduce 10% damage, 50% health will get to 15% damage reduction, And 25% gets to 25% damage reduction. This is called "Toughness" in some games. Since characters have different health values, different characters benefit from this. The general rule is the more HP a character has the more they benefit. With balance changes some characters can enjoy damage reduction sooner. For example Ibuki launched in SFV with 900 damage, which meant her 50% damage reduction activated when she had 450 HP. Since then her health has been buffed into 925 which means she starts taking less damage at 463, making it a little harder to KO her.


Exclusive to Dhalsim and a few specific moves on other characters, some attacks commit a fire status. In this state the opponent turns orange and their HP changes color and slowly dwindles until depleting. The opponent will not be knocked out when running out of health however and Dhalsim has to deliver the final blow. Hitting Dhalsim will stop this condition.


Exclusive to F.A.N.G and similar to Dhalsim's fire damage. Some of his attacks commit a Poison status, in this state the opponent turns purple and their HP changes color and slowly dwindles until depleting. His opponents will not be knocked out when running out of health however and F.A.N.G. has to deliver the final blow. Hitting F.A.N.G. will stop this condition.


Street Fighter games tend to have Stun mechanics. Every attack also does stun damage, which in many ways works opposite to HP. Unlike a health bar stun bars have to be filled 100% in modern games in order to activate. Once filled the character will get into a state where they can't be controlled. Some games don't have the mechanic, others do not have a visible bar, and others (such as Street Fighter V) have the bar visible at all times.


For most characters their HP bar tends to be higher than their stun bar, but there are some exceptions. For example in SFIV Ibuki has 900 HP but her stun health is actually 925. HP and stun health tend to go hand where the higher the HP the higher the stun meter, but there are some exceptions. Rufus for example has above average health but the exact same stun meter as Ibuki who is a low HP character in SFIV.


I was reading this forum regarding the changes in the US version of Tatsunoko vs Capcom coming for the Wii and something a lot of posters mention is that they took out the ability to "chip kill". What is a chip kill? I tried searching online for the definition but can't find anything.


not being able to kill someone with chip damage better just be for promotional copies of that game so babies playing it at demos dont get mad. that would be SO stupid. basically the other player will have ample opportunity to turn things around if you cant chip them to death.


A "chip kill" is to "chip" away at an opponent's life bar using special moves. If you block a fireball, for instance, it takes a teeny tiny little bit of life off your bar. If an opponent has no life left, then if he blocks a fireball, he'll be knocked out. It's a common tactic to use against "turtlers" or excessive blockers. I usually play either Blanka or Zangief, and with Blanka, it's a VERY viable win tactic due to his attack style.


The cool thing about the later Street Fighter games (Street Fighter III in particular) is that if you "chip out" an opponent, they collapse to the floor in exhaustion. It's a clear indication that they blocked the attack, but they simply have no strength left to withstand it. Also, the animations for chip deaths are typically very elaborate and expressive. Best... deaths... ever!


Nah, it's designed to make players more aggressive and not be such a blocking little bitch. Lol. I HATE playing turtlers, boy do I ever. Zangief is awesome against turtlers, as he can grab you at almost any time, and against Blanka, if you block excessively, you're gonna take a TON of chip damage.


Well, in Street Fighter Alpha 3, the word "CHEAP!!" flashes under your life bar if you KO an opponent with chip damage. But it's only really cheap if you catch an opponent in the corner and repeat an attack that's almost impossible to escape, and that only happens in the Marvel vs. games.


It has something called the Soul Gauge. If you block an attack it gets reduced a tiny bit. But if you start excessively blocking then it starts to go down faster. If I start throwing powerful attacks and you block them then it goes down a whole lot faster.


When that happens, and you are still standing on your feet, then I have a split second to perform a Critical Finish on you. If I manage to do that then I instantly win the match regardless of your health gauge. You could have 200% health and not a scratch on you but if you excessively block me and I perform a Soul Crush then a Critical Finish then I automatically win the match.


A meter arguably more important than the health bar, the Drive Gauge is the main mechanic that each fighter has access to, regardless of their other options. Both players start each round with 6 bars of Drive Gauge, which can be spent on various offensive, defensive, and movement techniques. When the gauge is not full, it automatically regenerates over time.


Drive Gauge management is fundamental to the game's strategy; players with better management will have a huge advantage over those who manage it poorly. It allows for playstyles from slow and conservative to reckless gambling, making the Drive system a vehicle for player self-expression.


It's important to note that any Drive action can be performed, even if only a pixel of the Drive Gauge remains. This is great for securing a KO at the end of a round, since the Burnout penalty does not carry over into the following round.




Being in Burnout creates situations that are extremely difficult to escape, like looping corner sequences that are plus on block. If a cornered player is stunned by Drive impact while in Burnout, their Drive Gauge will be fully replenished after recovering from stun. The usual methods of building Drive Gauge also help decrease the Burnout recovery time. While it may be tempting to play passively while in Burnout, it may actually be more effective to mount a strong offense, as you still gain Drive meter from hitting the opponent. Playing an aggressive, offensive style can also make it harder for the opponent to push you back into the corner, where Burnout becomes much more dangerous.

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