You need to have a great lack of understanding of fighting games with burst mechanic to think this.
From the major part of the time, the major part of games that sport a burst mechanic (specially the ASW games) you can bait and punish burst or punish bad bursts.
The number of games where you can’t do anything about them are few (tvc, mk9 come to mind)
Since i am at work i can’t search for the video that shows why the Megacrash mechanic is really poor implemented.
Perhaps @tataki can help and post it.
Yes it can be baited (though i think that this changed until UAS, been a long time since i played so i can be wrong about this), but that doesn’t mean that it was well designed, the risk reward ratio was skewed in favor of the person who bursted
There’s no such thing as a good Megacrash/Burst mechanic. I will never be a fan of them. I’m always a proponent of “You got hit, sit there and deal with it”.
Well, no, it’s certainly not the best implementation of bursts. It’s tied to your super meter, so your other meter options become less viable, and I’m sure you’re going to show me a video where someone MegaCrashes out of a combo in the corner and then combos off of the burst for damage. It could definitely use fine-tuning. Still love TvC anyway because Baroque is so much fun.
But the question was “Is it baitable?” and the answer is “yes.”
Did anybody else notice the Poison Ivy in the ISO is not an Arkham design like the other non playable batman characters
this leads me to believe she might be dlc.
But you get maybe 2 bursts an entire match, and if you can read the burst you can punish it for another combo, or straight up grab it (which increases the combo count because ArcSys wants you to do that).
I’m not changing my stance. I don’t care if it’s wrong in the grand scheme of things, politically incorrect or whatever. I’ll never be a fan of Burst mechanics period.
There are great examples of good burst mechanics. Plus when implemented well they add a new layer of strategy.
Imo the best examples are those who doesn’t only give you the option to use it as a defensive tool, but also as offensive tool.
Is all about an equilibrium of risk reward ratio and how frequently you have access to it during the match.
There is no reason to not have a tool to help you get out of a combo as long as it doesn’t ruin the flow the game, the risk reward ratio is reasonable, is not frequently available but not so scarce, but more importantly is not a one dimensional mechanic. It gives a tool that maintain the interactivity between the players.
Plus it makes sense to have them on games where you the possibility of long combos, having a burst mechanic on games like sf is absurd.
Burst is great in certain games done a certain way. If it could be baited and keeps people on their toes it’s all good. Burst belongs in anything where I could take a piss during a combo. UMvC3 should have added Burst to XF activation types, along with ground, air, and Roman Cancel. It would have rounded out its usage.
Killer Instinct had the greatest burst of all time.
MK had a burst, but because Midway is Midway it looked unintentionally hilarious. This is another thing about them; they have no idea how to animate idle stances, attacks, and just about anything. Remarkably, their reaction animations always excelled. So when you jump kicj you look stiff as hell, but getting kicked sees you fall back in a smooth recovery animation. Says a lot about their priorities. Their animation was always stiff and goofy.
^^this. I don’t think any game’s combo breaker system has ever been as good as the first KI
If anything, this game feels like it needs more HP for the characters. Especially with several and somewhat easy 45% damage combos, and then you can add the environmental damage as well. I’d love to see pushblocking cost 1/2 as much just to see what that would lead to.
Players that adopt the theory that every hit justifies whatever reward follows have no sense of game balance. Balancing rewards, resources, and situation is what makes fighters deep. Kinda the problem with MvC right now is the rewards are too great for the hit and the matches become momentum based, versus back and forth in some cases EX Viper unblockable incoming (1 touch = game). In SC4 ringouts were imbalanced because the range was too far and took away from proper positioning and spacing by making the threat always present off any random hit. SC5 they fixed that and Ring outs are very fair.
Learn2understandbalance FGC
MK had lots of issues, but their meter/burst system was fucking brilliantly designed. Very fair.
Agreed, unless it’s something retardedly broken like an infinite against 90% of the cast they can do nothing about then leave it for at least 6 months.
I’m not saying that games with Burst are bad. Honestly, games with Burst tend to be the best of the genre more often than not. Guilty Gear is always held in high regard for a reason.
I won’t really bitch if a designer decides to add Burst to a game. I just won’t be a fan of it. My opinion doesn’t matter, I’m just a random nobody on the internet. What I say does not matter for shit.
It’s not easy for a dev to implement a free balance update long after a game (and it’s DLC cycle or whatever) is finished, their dudes will have long been moved onto other projects.