Combo breaker should cost 1 bar to start with...

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  3. Combo breaker should cost 1 bar to start with...

User Info: TruthAndJustice

TruthAndJustice
7 months ago#11
MMX377 posted...
TruthAndJustice posted...
Combo breaking three times in a match costs exactly the same with this idea as with the current system (1 + 2 + 3 = 2 + 2 + 2).

How regularly do people break more than 3 combos in a single match? Another easy solution, cap it at 3 bars.

Still a bad idea because It's not MvsC anymore.


Makes no sense.

User Info: Taizuku

Taizuku
7 months ago#12
TruthAndJustice posted...
MMX377 posted...
TruthAndJustice posted...
Combo breaking three times in a match costs exactly the same with this idea as with the current system (1 + 2 + 3 = 2 + 2 + 2).

How regularly do people break more than 3 combos in a single match? Another easy solution, cap it at 3 bars.

Still a bad idea because It's not MvsC anymore.


Makes no sense.


It really does. It might cost the same but the difference is when you'll get to use it. Currently, you know at 1, you can't. At 2, you can. In your system, at one, you might be able to do it, same for 2, and 3, but you might not be able to as well. Currently the system is better than your idea. Your idea serves no purpose but to limit the amount of times people can break, but it's already limited.
Come check out some dope beats n stuff! Soundcloud.com/anubisinc

User Info: TruthAndJustice

TruthAndJustice
7 months ago#13
That's the point, the idea I propose changes when they get to use it. You can break combos earlier than you can, compared to the current system. Right now, if you get hit by a combo then you 100% will be spending two bars as soon as get them. By the time you get to those two bars, you've lost half your health.

With one bar, you can break it earlier than you can, or wait it out and possibly save the combo break for the 2nd time you get hit. Now you have options. But instead of keeping it at 1 bar, which would be ridiculously overpowered, it increases in cost the more times you use it.

By the time you break the third combo, it will cost 3 bars. How often do people break 3 combos in a single match, though?

User Info: Taizuku

Taizuku
7 months ago#14
TruthAndJustice posted...
That's the point, the idea I propose changes when they get to use it. You can break combos earlier than you can, compared to the current system. Right now, if you get hit by a combo then you 100% will be spending two bars as soon as get them. By the time you get to those two bars, you've lost half your health.

With one bar, you can break it earlier than you can, or wait it out and possibly save the combo break for the 2nd time you get hit. Now you have options. But instead of keeping it at 1 bar, which would be ridiculously overpowered, it increases in cost the more times you use it.

By the time you break the third combo, it will cost 3 bars. How often do people break 3 combos in a single match, though?


I'd rather they just lower the cost of breaking down to 1.
Come check out some dope beats n stuff! Soundcloud.com/anubisinc

User Info: Jaspooty

Jaspooty
7 months ago#15
Taizuku posted...
This is a horrible idea.
MvCI: Captain America, Doctor Strange | Street Fighter: Necalli, Urien, Akuma | Tekken: Lei, Feng, Paul |MK: Reptile, Sub-Zero

User Info: AfroPrime

AfroPrime
7 months ago#16
I don't understand why the cost of breaking needs to be changed, you might as well increase the maximum amount of bars since 2 bars for counter tag is exactly why we only have 4 total.

Changing the cost of breaking to some weird ascending path adds nothing to the game other than possibly confusing the player who now has to keep track of how many times they've broken and what its current cost is for conceivably no reason at all. Changing stuff like this as a solution to a problem that doesn't exist is how bad ideas are born.

You can't break at 1 bar because that's not expensive enough and everyone starts the match with 1, so by your logic we're now looking at 'boring and inevitable' breaks as soon as someone gets touched early in the match whereas currently someone getting picked up at the start is forced to eat some damage before getting to 2 bars, assuming nobody spent their starting bar.

Increasing the cost to 3 bars and higher now makes an already risky breaker not worth spending the bar.

It's a bad idea.
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