Problem:
The game currently has moments when some of the basics of the combo system are broken.
- Manuals are supposed to be difficult to break, yet a manual after an opener can be mash-broken.
- Throws after a wallsplat can be defended against by an option select that auto-techs if thrown, while allowing a block if NOT thrown.
- First frame Mash breaking
- Guess mashing for break / tech during stagger
- Guess mashing for break after getting hit by a projectile.
Solution:
Let a character be able to get timing locked out AT ANY POINT OF HIT STUN.
- I know it sounds goofy, but keep in mind that im not suggesting a 100% worked out idea, its just a suggestion.
-This would fix some issues by allowing a character to be locked out for attempting to mash during a part of the combo that is not breakable, including openers, wallsplats, staggers, ect⊠All of the above would be fixed instantly. - Getting broken is a HUGE disadvantage for some characters, while being easy for others to deal with, So this would also auto-balance the entire roster slightly by punishing mash breaking.
Please give some feedback on this idea, while keeping in mind that this is a NEW idea, so im not suggesting it be added instantly as-is. I really think this would be a great change for KI, even if a version different than the one i suggested had to be used.
Two issues i can see:
- It would be extremely confusing and frustrating for new players, but then again⊠EVERYTHING in a fighting game is that way⊠so it makes sense. People coming from other fighting games would have no problem, though, as they are used to not pressing anything after getting hit.
- It could cause accidents where a player attempts a throw, but gets locked out because a C.LP they didnt expect hit them 1 frame before. This could be avoided by only allowing a player to be locked out during an opener, stagger, projectile hit, or wallsplat, and NOT during any type of normal.
So⊠what do yâall think?