kabelfritz
Master
i think this should have its own thread.
sonic fox legitimately pointed out, that flipping out grants a full combo punish in some situations. such a situation can be a juggle attempt with high-recovery combo extender like scarletts trance or scorpions spear - opponent does an armored flip out and gets a guaranteed punish. this is not a statisfying reward system.
one solution to this might be to remove armor on the flipout. armor has caused massive problems in older nrs games and has therefore been removed almost completely. it would also help to balance air tech/ flip out.
theoretically, you could still flip out and punish spear etc, but the juggler could find ways to chain a string into spear etc which cannot be escaped without armor. now if the unarmored flipout is only possible at certain points in a combo, those with a "juggle gap", the whole flip-out thing would be much more brainy, more of like a mindgame like in i2.
combine that either with a cost of 2 defensive bars for flipout (i think it already is like that), so that you cant do armored wakeup afterwards, or with a restand situation, and flipout should be balanced.
what are your thoughts?
sonic fox legitimately pointed out, that flipping out grants a full combo punish in some situations. such a situation can be a juggle attempt with high-recovery combo extender like scarletts trance or scorpions spear - opponent does an armored flip out and gets a guaranteed punish. this is not a statisfying reward system.
one solution to this might be to remove armor on the flipout. armor has caused massive problems in older nrs games and has therefore been removed almost completely. it would also help to balance air tech/ flip out.
theoretically, you could still flip out and punish spear etc, but the juggler could find ways to chain a string into spear etc which cannot be escaped without armor. now if the unarmored flipout is only possible at certain points in a combo, those with a "juggle gap", the whole flip-out thing would be much more brainy, more of like a mindgame like in i2.
combine that either with a cost of 2 defensive bars for flipout (i think it already is like that), so that you cant do armored wakeup afterwards, or with a restand situation, and flipout should be balanced.
what are your thoughts?