All of these are the balance reasons the TAC is bad. But you are forgetting one thing… the mechanic is stupid. I don’t care how powerful or weak something is, the mechanic is dumb and needs to be fixed or removed.
Things like the short dizzy idea are good because the balance out the mechanic, but sadly, they don’t make it any less stupid.
Never said they were not beatable, That still does not change the fact that there pretty scrubtastic and annoying as all hell. My team Consists of Thor/Someone/Dormammu I pretty much switch out slot 2 as needed and keep Dorm on my team for the two characters were currently speaking on. Just bothers me that I see them (Usually together) in 8/10 matches online. It would be different if I didnt know what was coming 99.999% of the time. Tatsu anyone?
Thor and Dorm are good but as a team no, why because there are the slowest character in the game and doom. Why akuma and berserker charge wolverine are the fastest character in the game akuma just lack range
The risk/reward ratio for TACs should never be in the defenders favor, as all that does is turn the mechanic into a newbie trap, and those players tend to do poorly enough on their own without the game developers actively working against them by including a game system that punishes them for attempting to use it at all. THe mechanic should be removed far before that point.
Also, the hitstun scaling reset and suspend mechanics seems obviously intentional, as without it, many TACs would instantly result in air tech on the first button press after the tag. Yes, it’s stupidly abusable, but the likelihood of it being a bug is pretty damned low.
Still, this is something that could be made more tolerable by a near universal damage decrease. 600k should be a very high damage combo, but instead it’s damn near the minimum a character should get for 1 meter to be considered playable. Single meter combos should kill in 2 to 3 touches, not 1 and a sneeze.
He’s slow for someone who doesn’t know how to make him move quickly. His movement is awkward for someone who just expect to just use a character after learning the timing of the magic series combos.
Regular combos don’t reset histun or give a full bar of meter on a hit.
It’s a blatantly skewed risk/reward scenario. Possibly the greatest reset in street fighter history. A Pheonix team scores a hit and then proceeds to derp to 5 meters for no risk, no skill, and it’s very much not in your favour to stop them.
I’d like to see it very punishable and risky, so that people will only use it sparingly to get a guy out, or if they desperately need the meter.
If it didn’t build meter, and it was a true 50/50, I’d probably be fine with it.
If it didn’t build meter and it was a true 50/50 you simply wouldn’t do it. The risk/reward is supposed to be skewed in the favor of the attacker, because the attacker is making a choice to gamble his combo.
You don’t go for a reset if the payoff for guessing right isn’t any better than continuing the combo normally, that’s all TAC really boils down to, a nice 3 way (weighted) mixup without any of the normal visual frills attached to it (only a partial reset though), and a forced tag thrown in.
Now you can argue that you want the mechanic to be so bad that it only functions as a noob trap, but that’s a different debate entirely.
You already don’t see it very often because most team comps can’t actually take advantage of it, beyond a simple switch to DHC glitch starter. only a relatively few characters (Doom, Sentinel, Chun Li off the top of my head) can really take advantage of it to do more than BBCS, and a character with poor damage minimums tends to add virtually nothing to the combo if tagged in.
Magneto, Dante, and Viper can also use it really well thanks to Magneto’s silly flight combos, Viper’s BKF combos into one of the highest damage supers for finishing combos, and Dante because it’s one of the many things that lets him set up laughter at hit stun scaling.
I’m just gonna throw this out there. I fucking love the TAC idea, ever since XvSF the idea of tagging in your characters to continue combos seemed amazing.
HOWEVER, I do think in certain instances it’s too strong, but DHC glitch is more of a problem IMO. I think it should ramp the damage scaling when you do it, but decrease the hitstun scaling (like it seems to already) so it’s mostly useful for safe tagging and getting a bit more damage on the end of an air combo, rather than shit loads of meter AND herp-derp OTG into dead character.
Anything Akuma loses is a blessing to me. I would much rather play a lvl 3 xfc phoenix than him and his fucking random full screen supers and invincible tornado kicks that can be cancelled into full screen supers /salt