X-factor damage nerf is necessary.
TACs should be a 50/50 i reckon. currently the odds massively favour the attacker, it should be the other way around.
Up/Down
Left/right
that should be how it is. not sure about the ability to start combos etc afterwards, maybe losing a meter for each TAC that is countered would be a start without impacting the way the game is played too much.
Q
F
T
I’m really liking this idea of a wake up dizzy after the counter. Not only would it look fucking perfect aesthetically, it would also make the risk/reward ratio close to perfect instead of 0/1. Honestly, for the fact that it requires no execution, is futilely random and ineffective to counter, is risk free because IF and WHEN you get countered you lose nothing, the reward is just enormous in a safe tag, more meter, more damage, scaling resets, tags without loss of red health etc.
I’d be fine with a short dizzy. Now thatI think about it, a 200 dmg penalty for losing to a counter-TAC doesn’t seem too bad, considering stronger specials get close to that anyway. But you must be kidding when you say 500. If TACs are truly that much of a problem, then the whole thing needs to be reworked (which is what we’re trying to do, I suppose).
The only part that I think really sucks about TAC’s is that sometimes the counter will whiff and you get punished for successfully countering. That needs to get fixed. You shouldn’t be able to do anything that comes to close to baiting or nullifying the blow back from a counter.
You guys are upset about TACs for the wrong reasons. If a bad player is spamming TACs on you? Who gives a shit. It’s probably taking them 2-3 combos to kill each character and they’re dropping hit confirms/etc. along the way too. Plus you’re getting chances to break their combos. Shitty players spamming TAC is not the problem.
The problems are:
[LIST]
[]The TAC glitch which lets a technical player style on you for days while building shit tons of meter because hit stun is goofed until someone lands.
[]4+ Meter gains for Phoenix teams through down/side TACs into style combos.
[*]Making DHC glitches easier by TACing to a starter.
[/LIST]
If you didn’t need to reorder your team and you aren’t TACing for one of the above 3 reasons, you’re adding a lot of uncertainty to your situation for no reason.
And countering a TAC is a very good thing for you to do, even if you aren’t handed a free combo in the process. Think about throw techs in Super Turbo. Techs just softened the damage. You didn’t get handed a free hit on the other player. Why not? Because you’re the one who got thrown, idiot. You’re taking damage. TACs are the same way.
No, you don’t get an extra trophy, the MVP prize and a trip to Chucky Cheese with your little league team because you countered the TAC. You got mixed-up and hit earlier - the huge combo and dead character is what you deserved. The fact that your guy is still alive and the opponent has no wake-up setup or incoming mix-up on your current OR next character is pretty damn good considering how this game works.
I don’t use TACs often if at all but honestly, KJunk has an effective point about it. People here generally support the “don’t get hit” idea, so they shouldn’t be so upset that the person gains so much control when they do get hit. At the very least, the fact that you have a chance to break it is something, unlike a regular combo which you cannot break at all.
That last paragraph was gold KJunk, lol.
I agree except that TACs aren’t the same as combos. A TAC can be started just by randomly being hit with a character’s S attack and then it’s nothing but attack S+direction attack S+direction attack S/hyper. Unlike a combo where you have to do QCFs, DPs, S+attack (in Wolvie and Dante’s case), and time things correctly. I’m fine with not being able to combo off a counter but TACs really are too damn easy considering how much of a reward you get for doing them.
You have to combo into a TAC.
After playing online today I cannot wait for the akuma and wolverine nerfs to take place. they are without a doubt two of the most braindead herp a derp characters ever to grace a FG.
The only “combo” you have to do is :s: sj:atk::s:+direction. Sure it is a combo, but you know what I meant.
Why does everyone know my tech?! I thought that shit was a secret!
Nah man, as soon as you use it, people try to figure that shit out and once it gets on the internet, everyone knows it.
I know my stream gets a gazillion hits, but the shiznit I do is beyond anyone’s comprehension.
I’M TOO COOL FOR SCHOOL.
Remove hard knockdowns from this game entirely i say+ability to roll at will.
Make players work for that OTG damnit, like in MVC2, not hand it to them on a platter.
With the right team a random hit can go for 100% of a health bar at 0% risk. TAC’s good if you want to change characters, otherwise guaranteed damage is better. (or if you’re execution is bad like mine)
you ever tried playing akuma solo on point when he doesn’t have bar?
Jump Fireball, jump Fireball, jump Fireball, jump Fireball, Dive Kick, Dive Kick, weird forward jump move with OTG options, jump Fireball, jump Fireball. HYPER TIMES THREE
[Edit] I forgot that’s what good Akumas do. Real Akumas do Tatsu all day erry day.
you too also have a choice to TAC. Some character needs to be feared in xfactor tune down Yes equal NO akuma is a damn demon, dorm god of the underworld, phoenix lol. wolverine and akuma are very much beatable it’s your team or the other player is just better of course xfactor is a game changer
jump, fireball, fuckin pushblock i’m full screen again
jump, fireball, AH FUCKIN PUSHBLOCK SHIT
demon flip dive kick AH FUCKIN 1,000 frames on whiff god fuckin damn it I’m dead
alright time for a mixup! c.L c.M FUCKIN my M whiffed, fuck this bullshit I was literally right next to him
ppl bitch about akuma’s easy shit. you’ve never even seen a real akuma player play. 1 mil damage solo in a combo that builds 2.5 bars yes please