They could make it so that you can tag cancel moves even on whiff. Maybe give it some limitations, such as only allowing it on the startup frames, but not the recovery frames.
That would basically allow us to use the free tag system similar to how assists were used, creating mixups, protecting unsafe shit, etc.
The question is how to limit such a system. Meter? Cooldown similar to traditional assists?
EDIT: Actually, being able to tag on whiff could be better, since it leaves a better chance of either character (tagged in, and leaving) to be punished. Heck, might even allow for happy birthdays and double snaps.
Iâm just saying that the developers said they wanted to make that less of a focus. They said verbatim that they wanted you to be able to pick 2 characters, pick a gem, and go at it without worrying about which assist goes with which character, and who has synergy with whom. Iâm curious about how they plan on doing this too, because obviously there will always be a sort of tier list that develops in any game, so Iâm thinking that maybe there is a mechanic that hasnât yet been revealed yet. Also, I think there is another way that they could easily accomplish this goal, but Iâm not going to share it yet
I think this is the kind of thing that they should have us give feedback on via beta tests. Itâs the kind of mechanic change/addition that shouldnât be hard to implement/remove yet it would have massive implications on gameplay
They should lock tagging behind a separate meter that builds up for performing certain actions (attacking, walking forward, etc) so that you have to make some decisions on how you want to spend your tags: use all the meter on one big ass combo, use it for a bunch of tough mix ups, use it for protection, anti-air, etc)
this swings right back round to characters being picked for one purpose " picked chun so i can switch in and do legs and get a free mixup and lock down"
Agreed. Itâs going to be extremely hard for the developers to avoid that imo, but I guess they know what theyâre doing. One way I think they could probably accomplish this goal is to make everyone play pretty similarly, sort of how in SF5 98% of the cast wants to be in your face. The gems would really help with this, because if you have a normally slow character like Hulk equipped with a âtime stoneâ then suddenly he will be able to compete with characters like Morrigan for mobility, so in a sense they become similar characters (although one does much more damage). I think that is the main thing the gems are going to accomplish tbh
if theres gonna be tag during blockstun there better be alpha counters to invincible DP moves like psimitar/gene splice. Dont do a mvc3, give me some GTFO options capcom
Like thatâs any different from âI picked so-and-so so I could tag into them for extra damage into hyperâ.
Characters will always have roles to pkay in a team.
The difference here, compared to assists is that characters arenât just glorified projectiles now and will actually have to be brought in to do work.
In your example, Chun would actually have to be used on point, or tagged into to be able to use her to set stuff up.
Well we donât know how tags work yet so this is all a stretch as it is.
But itâs exactly the same the devs said they removed and changed things to stop characters falling. Into this but I donât think itâs possible