Breakaway is alot more similar to air tech than it is to combo breakers, that's why I compared it to air tech.I understand your point and your reputation clearly shows that you understand the NRS games and know what your talking about.
But I think that breakaway shouldn't be compared to air tech because in Injustice we had another defensive option with Clashes so MK11 breakaway is more the successor of the Kombo breaker of MKX than I2 air tech.
I can accept if you say that the defender shouldn't be able to punish the agressor but the defender still loses 2 defensive meters and here we have no distance kreated like we had in MKX. And if you fell into a korner you're in trouble without wake up options. If you could punish breakaway besides Fatal blow, breakaway would be absolutely useless. The defender takes damage from the kombo before he breaks, then loses 2 defensive meters (no wake up option for about 15 seconds and no breakaway for 30+ seconds if he opened up again) and you could still score damage and go for an oki setup? That's using 2 defensive bars for nothing. What's the purpose of the breakaway then?
I actually wouldn't mind that if it's not free. You can punish it with a Fatal Blow and maybe you should be able to do an uppercut Krushing Blow on read but then you'll lose that Krushing Blow. In this case you could even kombo off of it because if you can catch a breakaway with an uppercut you deserve the big damage. The downside is you can only do it once per match or not even once if you've already used the d2 Krushing Blow before.I'm fine with the defender being able to combo punish the aggressor, but if that's the case the aggressor should also be able to punish the defender (assuming he made the correct read.)
That sums it up perfectly!!I've been thinking a lot about the breakaway mechanic, and here's what I think.
Combo is punishment for the player that got hit by it. Whether he did something unsafe, whiffed, pressed buttons at the wrong time, or simply failed to block - the combo is a form of punishment. It is a consequence of your actions. So a game where there's no way to get out of a combo is perfectly fine, ideal even.
The breaker from MK9/MKX gives the player getting hit the option (if the player has meter) to choose between two forms of punishment - either eat the full combo and loose health, or break out and loose 2 bars of meter. Either way there's no escape from punishment. And importantly the aggressor is never punished. This seems fair enough to me.
The breakaway mechanic of MK11 violates the concept that the player getting combo-ed must always be penalized, and allows a situation where the punisher could actually get punished even more than the player who originally made the mistake, leading to the combo punish.
So far I've come across two main arguments defending this system.
For number 1, I'm all for adding depth to the game. But depth shouldn't come at the cost of fairness, or logic. That's exactly what's happening with the breakaway mechanic right now.
- It adds mind games/baiting to the breakaway mechanic, supposedly adding depth to the game.
- The way it plays out in actual matches, the punisher very rarely gets blown up. More often it's the player using breakaway that ends up getting punished even more in the form of pressure.
As for number 2, the frequency of any of the possible outcomes don't matter at all. If a person commits a crime by wronging another person it is the offender that must suffer the consequences, every time. It is simply unacceptable that the offender comes out on top, even if it's just once in a million times. That outcome simply can't exist because it's unfair.
My conclusion is simply that the breakaway mechanic, in its current form, is unfair.
The main issue with you 2nd point is that the game has only been played during a beta stress test and now. Theres been barely enough time for people to adapt.I've been thinking a lot about the breakaway mechanic, and here's what I think.
Combo is punishment for the player that got hit by it. Whether he did something unsafe, whiffed, pressed buttons at the wrong time, or simply failed to block - the combo is a form of punishment. It is a consequence of your actions. So a game where there's no way to get out of a combo is perfectly fine, ideal even.
The breaker from MK9/MKX gives the player getting hit the option (if the player has meter) to choose between two forms of punishment - either eat the full combo and loose health, or break out and loose 2 bars of meter. Either way there's no escape from punishment. And importantly the aggressor is never punished. This seems fair enough to me.
The breakaway mechanic of MK11 violates the concept that the player getting combo-ed must always be penalized, and allows a situation where the punisher could actually get punished even more than the player who originally made the mistake, leading to the combo punish.
So far I've come across two main arguments defending this system.
For number 1, I'm all for adding depth to the game. But depth shouldn't come at the cost of fairness, or logic. That's exactly what's happening with the breakaway mechanic right now.
- It adds mind games/baiting to the breakaway mechanic, supposedly adding depth to the game.
- The way it plays out in actual matches, the punisher very rarely gets blown up. More often it's the player using breakaway that ends up getting punished even more in the form of pressure.
As for number 2, the frequency of any of the possible outcomes don't matter at all. If a person commits a crime by wronging another person it is the offender that must suffer the consequences, every time. It is simply unacceptable that the offender comes out on top, even if it's just once in a million times. That outcome simply can't exist because it's unfair.
My conclusion is simply that the breakaway mechanic, in its current form, is unfair.
It's not just about avoid being punished by the breakaway.The main issue with you 2nd point is that the game has only been played during a beta stress test and now. Theres been barely enough time for people to adapt.
In my personal experiences, I've been avoiding being punished by breakaway pretty consistently and ive managed to press the advantage after. I've had limited time with the game as well but it's been my experience so far.
From what I've been seeing, the general motif is end your combo with an ender that's either safe to breakaway completely or can be hitconfirmed to be as such.It's not just about avoid being punished by the breakaway.
It's if you know 100% for a fact that your opponent is going to breakaway at this very second, there should something you can do besides
A.) Fatal Blow
B.) Purposely drop your combo and pressure as they're standing up
There should be another option that blows up breakaway badly, even if that other option is punishable if you guess wrong and they don't breakaway
I get where you're coming from but I think as of now it's kinda easy to read when people will break away. It would make it almost pointless to use imo. I feel the loss of resources and being put in a disadvantage situation is a decent punishment.It's not just about avoid being punished by the breakaway.
It's if you know 100% for a fact that your opponent is going to breakaway at this very second, there should something you can do besides
A.) Fatal Blow
B.) Purposely drop your combo and pressure as they're standing up
There should be another option that blows up breakaway badly, even if that other option is punishable if you guess wrong and they don't breakaway