So, for example, if you are hit by the first attack in a chain, you are then put into a situation where you have a 50% chance of countering the next attack in the chain, and that repeats until the chain ends or you guess correctly?
Though one problem I have with this topic is that it's not necessarily a flaw to have mechanics that discourage comebacks. That could be an intentional design goal. I feel like the thread title should have been "Does Injustice's round system highly discourage comebacks?"
One big reason why I...
That's not really the same. Yeah you would have to beat 2 full health bars, but if you beat 1 health bar, you heal back to 100%. It's not 100% against 200%.
Anyway, nice analysis m2dave.
Arc System Works games and Skullgirls have cool mechanics where you can bait out a combo breaker and punish them for using it. That's how the mechanic should be done -- by adding a risk element to it.
Combo Breakers suck.
They constantly break the flow of the match and make it even more difficult to perform comebacks against characters who build meter quickly (Kabal). Making clashes once per fight per person was a great change to the "breaker" mechanic. Combo breakers also had the problem of...
You can already get a free overhead anywhere in your pressure using it. Some b3s grant advantage on block and I'm sure there are bounce cancel dash cancel situations that lead to advantage on block as well. Having armor on top of that is overkill for 1 bar. I honestly feel like 2 bars is too...