And when you do need it it doesn't work right? Me too. Other than that I'm fine with it.Its downside is that it is a down plus block input ! So many times i get hit by a fireball as an anti air or whatever fullscreen and will waste by breakaway cause i instinctively hold down when i get hit that way it fucking sucks lol
Exactly. Isn't this the whole point behind the mindgames of breakaway and defensive meter management?if they break it (which 80% of the ppl do) now you can start doing anything you want even strings with gaps.
I addressed why this isn't a a very good strategy if you watched the video. Being without defense meter IS NOT a big deal.Exactly. Isn't this the whole point behind the mindgames of breakaway and defensive meter management?
If you get a whiff punish juggle, bravo... but why should you then expect to consolidate that punish after a breakaway by the opponent? They took their turn back at that point at the risk of losing defensive options.
You fucked up by not reading that they had that as an option.
So as above, do something that forces them to not have it, and then go for broke with all the juggles you want at which point all they can do is just watch.
Most gap strings can be poked/jabbed out of into full combo.esiest way to bait is never do a KB combo while they have it, to a regular combo, if they break it (which 80% of the ppl do) now you can start doing anything you want even strings with gaps.
This is kinda false, scorpion has breakable combos that do just as much if not more than them so the balance of that isn’t really in question. If breakaways were changed it wouldn’t really effect anyone balance wise since virtually every character has 30% breakable bnbs anyway, and anyone who doesn’t never had high damaging unbreakable stuff to begin with.While I don't like the breakaway mechanic either, its going to throw the balance out of whack if they simply remove it. Right now some characters like say, Scorpion, have combos that you cannot breakaway from due to them being 100% grounded. This is the also the basis of why characters like Scorp have lower overall combo damage than your Jacquis and Geras' etc since their combos, while highly damaging, can be broken away from.
If they're going to remove breakaway completely then the balance of the entire cast will have to be reassessed... and since we know NRS can't balance a perfectly square block on an airport runway... the less rebalancing they're required to attempt the better.
Scorpion was just an example of someone who can effectively bypass the breakaway system by having a pure grounded combo. My point is not everyone has these which is also arguably part of the problem. A combo breaker system should work on ALL combos, not just certain types. To put it another way, Scorpion is probably an example of unfairness as since breakaway is the only real combo escape in this game, the fact he has combos that cannot be escaped with breakaway is a problem.This is kinda false, scorpion has breakable combos that do just as much if not more than them so the balance of that isn’t really in question. If breakaways were changed it wouldn’t really effect anyone balance wise since virtually every character has 30% breakable bnbs anyway, and anyone who doesn’t never had high damaging unbreakable stuff to begin with.
Your videos are kinda hard to watch tbh. sometimes you take way too long to go to the point, which turns me off.Most gap strings can be poked/jabbed out of into full combo.
Also, the fact you said this tells me you never even watched the video cause I addressed this. Not having defense meter is not a big deal in this game. It's not enough of a penalty for FUCKING STRAIGHT UP.
I mean I dunno how to accomodate your attention span. This shit can't be talked about in a short sound byte =/Your videos are kinda hard to watch tbh. sometimes you take way too long to go to the point, which turns me off.
Not every string with gap can be jabbed out only a few, but as far as i know, even the characters with gaps on those strings that can be jabbed out don't single handly depend on them to open someone up.
will see, i do think though, this game doesn't really need breakaways anyway lolI mean I dunno how to accomodate your attention span. This shit can't be talked about in a short sound byte =/
Well every character in the game gets a ton of damage from their launch D2 KB, sometimes a massive amount. Various other KB's launch. There's a bunch of combo paths that are only granted with launches. Some characters are made without a lot of mix/neutral but can launch for huge damage, those characters are made with breakaways in mind. Breakaways are part of the reason that low damage characters can exist.This is kinda false, scorpion has breakable combos that do just as much if not more than them so the balance of that isn’t really in question. If breakaways were changed it wouldn’t really effect anyone balance wise since virtually every character has 30% breakable bnbs anyway, and anyone who doesn’t never had high damaging unbreakable stuff to begin with.
With the edition of joker it kinda proves this point moot though. The point of your argument correct me if I'm wrong is "beat breakaway by planning better" joker probably beingthe chief offender of this NEVER EVER has to worry about break aways. You either end your launch in low bat or JIB free everytime after every combo, kollector who never launches and a few others. Basically you have characters that bypass the mechanics all together and if were talking balence that's seems a little wrong.Exactly. Isn't this the whole point behind the mindgames of breakaway and defensive meter management?
If you get a whiff punish juggle, bravo... but why should you then expect to consolidate that punish after a breakaway by the opponent? They took their turn back at that point at the risk of losing defensive options.
You fucked up by not reading that they had that as an option.
So as above, do something that forces them to not have it, and then go for broke with all the juggles you want at which point all they can do is just watch.