SaltShaker
In Zoning We Trust
I don't see anything wrong with that though. If Geras can hit you with "Combo X" for 40%, that should be part of the gameplay. Say you get hit with it again, you lost 80%. So basically you lost a lot of life for either guessing wrong twice or making a mistake twice. Rather than having a bailout mechanic for getting it. Quan Chi in MKX had a great vortex, if one option was a bit more punishable that would have been a prime example of where breaker wouldn't be needed versus how it currently is needed.Damage in SF6(from what I've seen), isn't nearly as high as the vast majority of NRS games. I can't imagine not having an escape option when you're caught in a Geras combo that can do 40%.
Every game is different and what is appropriate in one game wouldn't work in another. Since we've seen nothing of MK1 gameplay, we can only go by precedent. And the precedent with NRS games leans toward big damage and characters with vortexes.
I think that not having a combo escape option vs a loopable vortex is insane.
Also, something being "how it is" isn't necessarily a good thing. Pretty sure every character has access to Burst in GGST, so even Chipp has a chance.
This part I'd say just not having "safe" rewarding loopable vortex options. If something is say for example, both options unsafe, or, "OH option safe Low unsafe" or "OH unsafe Low Option safe", I think that's perfectly fine too and wouldn't need breaker, you guessed wrong and get punished. Getting combo'd because you guessed wrong and MK9 style breaker or Injustice clash isn't a deal breaker or anything, but I'd definitely prefer it not exist.
Yea, but it's probably a good example of what I mean is problematic. It is part of the strategy, and you could be mid combo, and "punish someone" for doing a burst, doing even more damage. In Chipp's case, he takes a ton of damage, but can also delete your lifebar so quickly, pretty solid Glass Cannon design. Burst is just added to give the comeback mechanic option to the game.