They are essentially a reset (since by definition a combo is inescapable, a TAC is).
Why go for a regular reset when you can just TAC and steal/gain a meter, do an infinite, 1/3 chance of the reset working, can’t escape via x-factor/invincible hypers, etc.
And to top it off, if it fails; there is little to no punishment whatsoever.
TAC is a terrible mechanic for a lot of reasons, all which have pretty much been touched on in this thread. The ironic thing is TAC was originally put in the game so Johnny XboxLive could cycle through all three of his characters and feel like a total badass despite not knowing how to do better/more optimal combos or even having the execution to do them, and now its come full circle and people that actually know how to play are using it to perform combos that give every benefit imaginable: a free kill, 5 meters, and wasting the opponents time (timer scamming). The downside for failing a TAC is as has been mentioned completely arbitrary, you lose a tiny bit of health and are reset full screen where the opponent cannot punish you and many characters want to be anyway.
The Spencer TAC infinite is an example of this game getting progressively more boring as time goes on, with people being forced to wait 20 to 30 seconds while the opponent kills their character and builds a ton of bar. TAC isn’t a reset, its a “win even more!” button that your opponent has a 1/3 chance of stopping and even if they do stop it they don’t accomplish anything meaningful.
Ironically enough if Capcom REALLY did want people to be able to go into their next character and reset hitstun, they should have made it cost a bar of meter or something…but they didn’t do that, in fact the best TAC in terms of ease of comboing is down TAC which GIVES you a bar.
We don’t need a system in this game that allows you to add more damage and meter gain to combos when most character’s bnb’s DHCed into another super with kill characters, when characters in this game has extremely potent one bar combos, and when there are already extremely good resets in place. Its funny that Capcom put the HSD system in to prevent infinites and then just puts in ANOTHER system that enables them with huge benefits for doing so.
Here are some Ideas to help some of the low tier characters without making them overpowered:
Phoenix Wright:
A little better Range of his couching L and standing L. the range on those are just horrible.
A little more priority and speed on those normals also.
Have Maya as a assist. Get rid of Paperwork(High) or Press The Witness and have Maya shield as a assist: Make it block like 30-50k less damage as a assist so it is not as annoying vs phoenix on point. We don’t need to have Maya OTG as a assist because we already have that, missle.
Get rid of Bad evidence or make it come up very rarely.
Give counter move, he is a lawyer, give him a counter because he can reverse the predicament he is in with one Objection or something like that.
Arthur:
A dash or better movement on the ground somehow.
GET RID OF HARD KNOCKDOWN FROM WHEN GOLD ARMOR BREAKS or give him the ability to use meter to power up again or revert back to Silver Armor.
Change his b.H to something else, its not a good tool of his at all.
Make it that he can OTG in the corner better while In Gold armor, because the Fire Bottle in this mode swiffs on alot of characters in the corner.
A better startup on his QCB+H its comes out so slow it needs a be fasters overall.
Tron:
1,2,3,4: GIVE BACK EVERYTHING YOU TOOK AWAY FROM HER CAPCOM!!!
5. Besides her invincible assist
Oh man the punks online that spam tac’s ruin my life. I personally have never used a tac intentionally (im still learning fundamentals, but have been practicing in training with them for IM’s inf (IM been on my team since day 1, which for me was back in Febuary).
I dont think ill ever incorporate them into my core strategy, but i must admit thought of pulling off an infinity consistently is intoxicating
Its hard to argue with the facts tho, and fullbleed gives a great argument above as to why they shouldnt exist. I will not deny their lameness.
Would you say Vergil is unfair ? Im glad he is becoming the new wesker, bc lvl3 xf wesker bnb’s taking out entire teams was nausiating to watch over and over. At with Vergil ther is skill involved. I cant wait to learn his spiral sword loop, it looks like a fun combo to do.
lol there’s no skill involved with Vergil either. activate swords, enjoy six seconds of your opponent not being able to do anything at all. the sword loop combo is flashier than anything Wesker does, but it’s not inherently difficult. practice makes most combos easy, the only really difficult ones are stuff like Raccoon’s boulder loop.
i personally find Vergil annoying, but it isn’t worth complaining about. If I found him to be that much of a problem I would just play him myself and get over it.
People actually think TAC infinites where NOT put in the game and is a random " glitch" found? u need to give more credit to the creators of these FG’s.
As opposed to all the other inifnites that were promptly taken out when they actually cared about the game? Sorry, but you’re an utter moron if you think they were deliberate.
I will do my best to find the video (was a cross counter interview before evo) where someone from capcom was explaining on a technical level how infinities are exploited (had to do with canceling the landing animation within a few frames with an air special, typically tk-ed, in order to get back off the ground before the game registers a landing and activates normal hit stun again).
The explanation did have me convinced at the time that they were a total glitch.
However, after putting more thought into it, my gut feeling, and the fact that the series has a profound history with them, its hard for me to say they were completely unintentional. More plausible to me is that they are hidden features that r only available through a very specific execution exploit.
I’d say a hit is the worst if its clean and confirmed into a high damage combo, if that is what you meant. As far as taking damage from stray, random hits, I’d say unless your Phoenix or maybe Strider on anchor with no xf left then a random hit is pretty significant to take.
I’m not sure if I understand what u r saying about TAC counters. The possibility of getting countered and taking a little damage from the break (is there any ?) is your argument for why they are too risky ?
I read both of your posts and I think your reasoning is off. A gut feeling is not something which should make you think Capcom is magically, secretly conspiring to put infinites in the game. They don’t even have to -try- to put them there, they’re gonna be there. The reason they’ve been so prevalent in the Vs. series is because of how open-ended the combos are. If any game is going to have an infinite, it’s probably gonna be MvC.
There is enough to be discussed about the balance of the game without coming up with these whacko ideas.
This is the video I was talking about, where someone from capcom (I think he is) explains the glitch. I haven’t seen it in a while, but
I’m pretty sure my explaination above should be fairly close.
So, I guess that makes both of us whacko.
As for your explaination of “open-ended combos” and “if any game is going to have an infinite its PROBABLY gunna be MvC”
MOTHERFUCKER accuses me of being whacko while giving these extremely vauge, basic, undetailed, non-descriptive explainations
that do nothing for an argument as to why they are not unintentional.
WOW. You got some nerve.
… So enlighten me then, what other, non-wacko balance topic would you like to discuss. I know, TAC’s only marginally effect the balancing, I’m so dumb for even bringing it up. Oh, wait, it wasn’t I who brought it up. So I guess you just insulted everyone on the thread that has been discussing them, and the initiator of the TAC topic. Kudos bro.