What would be hot? if you counter a TAC going in the right direction and input an assist button your current character goes into “assist mode” (still being combo’d mind you) and your new active characters comes flying on screen from behind the opponent.
Otherwise, get rid of it, no real reason to keep it for that matter. Noobs get pissed at TAC as much as vets.
Altough I agree with every single word you said, I still think the benefits of TACs are way too big today.
Today, you win a mind game and hit your opponent, congratulations, you deserve your combo…
Ok, you can do a LOOONG combo, and then TAC…
when you do it, you get a full hitstun reset while you’re in the air, the scaling only returns to normal when your character touches the ground (that what makes that chun-li infinite possible) and causes all combos to be longer than they should giving more damage and filling more meter just because your combo was longer…
Ok, still fair… you risked turning your combo shorter than it should, but you won that TAC and in return you got a safe tag, a combo extension, a bit more of damage/meter from your attacks and a potential better DHC order.
Things start to stink when you add those extra meters… I mean, you would already have enough reasons to TAC even if those extra meters didn’t exist…
When you add those extra meters as prize for someone who’s already comboing, you give them a reward much bigger than what he deserved, that reward will affect the game even AFTER the combo ends because you just got one more entire meter entirely free… and this is the reason most people TAC…
Going back to your throw example…
when you throw someone and they don’t tech, your reward is completing your throw… not completing the throw and gaining one extra meter…
Why should TACs give free extra meters when just extending the combo and getting a safe tag and preparing a better DHC order would suffice?
Still, if on counter, the meter gaining stuff was reversed, the person doing the combo would still get to chose what bonus would be possible in that particular combo, which is advantage enough, imo.
The only reason we want benefits for breaking out of TACs is because TACs currently is too rewarding and easy to pull off for its risks. There wouldn’t be as many complaints otherwise.
TACs share less with throw mechanincs, as much as it does with resets in between combos. Normally, with resets, if you do the wrong one, you’ll get the opportunity to get punished in return, sometimes severely. There’s ways to make reset attempts safer on punish, or even unpunishable, but it requres work. But TAC’s? There’s minimal effort involved, and pulling off the right one will gain an instant advantage in addition to the benefits normally associated with other resets, all the while none of the serious drawbacks. That’s where it crosses the line.
That sounds kinda like King of Fighters 95. In that game, when you got dizzy, one of your available partners will jump in and attempt to kick off your opponent before they could take advantage.
But I have doubts about TACs being implemented as mentioned; your opponent could gain a lot more by hitting an “assist mode” character, or worse, forcing you to bring in one of your heavily damaged / terrible point char in.
Either way, like a lot of us have stated numerous times, take that baby crap outta this game.
I agree that they’re too big at the moment too, but largely for reasons that are being addressed (I think?) in Ultimate.
No more DHC glitch and a weaker Phoenix limit them by a bit. And while it wasn’t in the EVO build, I’d be surprised if they don’t nerf the hitstun-reset-while-airborne thing before release.
If you add on big penalties for attempting a TAC and getting countered AND significantly nerf what they do, it’s a big double whammy. I think just fixing the bugs will get it back to where it needs to be.
Or leave the bugs in, and add the crazy penalties, but I dislike that approach more than smoothing the mechanic out. The game already has huge swings in momentum as it is.
The hitstun thing with TACs is mostly to make actually continuing a combo possible. In many cases, TACing out during the airborne portion of a combo would fuck your combo up because of the hitstun deterioration that has been accumulated up to that point, in which case it wouldn’t be much of a “Team Aerial Combo”.
It just so happens that good players using certain characters can abuse the mechanic thoroughly. Which is kind of the case for every fighting game mechanic ever.