ok, this is one of those 'we don't want to play mkx but street fighter' threads
mkx rewards aggressive playstyle
it won't work another way BECAAUSE BREAKERS
do you imagine how sf would play if there were breakers in it?play footsies the whole time just to land a hit after 1000 calculations and see it blown away because your opponent did spit you at the very beginning of the match and has already 2 stock of meter
i agree with all of this:
This game is full of many armor attacks that have one or more of the following traits:
1.) Go half screen
2.) Launch into combos (some even 40%+ just for getting hit by a 1 bar armor attack)
3.) Immediately start with armor on the first available frame
4.) Overhead or Low armor attacks
5.) Safe armor attacks
6.) Not easy to punish armor attacks with unnecessary pushback or blockstun
especially when we talk about those armored launching special, those allow a huge comeback factor and are usually paired with restands that allow one to quickly restore advantage and force the opponent into a stupid guessing situations
armored moves should just work as a panic button, you make the right read, you blast your opponent away
or if we want to keep launchers which is plausible because there are still breakers there should be a massive damage % reduction
also, armored launchers works wonders as a threat during relentless pressure: think of a-list's exnut
when you might think it's your turn to press buttons, another yomi layer is added in which is your opponent baiting you into buttons to be armored so you get punished for trying to get back at some minus frames
in some occasions I've also said that invincibility over armor is better to counter HTBs ( I play hollywood, I know the benefits of invincibility)
but really can't tell which is more stupid as a comeback