(06-27-2014, 08:25 AM)Sportoise Wrote:Quote:though health and defense in a fighting game is pretty much the same thing and variable jump heights aren't really a thing in fighting games (the boon being the midair character's hurtboxes in midair)
I honestly believe the Health/Defense thing depends on the game. Health being a how much health you have, and a defense being sone percentage deal that takes into account how much of your health is taken per hit. (If I'm being unclear, which I fear that I am, say an attack removes 100 health on an average character. If another character has half the defense of that average character, they would lose 200 health. I feel like having both the health and defense can make the characters more varied
They're kind of the same thing though - if a character has a 11000 HP attack bar, the enemy's attacks are going to do much less damage than one with a 10000 HP health bar. That's going to be reflected in the attacked character's health bar. In a sense, more HP is essentially the same as a defense stat: adding defense to that is only going to artificially "increase" their health bar by subtracting damage from every hit - so weaker characters would hit even weaker. If there's chip damage inflicted, you'll notice that the higher health character takes less chip damage anyway as well due to their higher HP
I could see "defense" being part of an argument, but that has to be used extremely sparingly: if a character has super armor which halves damage taken -- I could a "defense" stat being used there, but otherwise not...really.
Using defense as a gauge to judge how chip damage affects individual characters (I think that was mentioned) would completely wonk out characters and possibly cause matches to become turtlefests ):