I would like to speak about the most beautiful thing that supply the méchanique of the game, and also its biggest curse:
The combo breaker/Counter Breaker.
Already a small balance sheet of his evolution:
season 1: 1/It caused damage has the aggressor 2/Il brought down the aggressor 3/he made hard knockdown
Season 2: both opponents do both a flipout and fall again on feet has distance equal of the beginning of match
Season 3: the defender keeps 50 % of life potenciel suspends 3 seconds.
Look the positive and negative points of this méchanique:
Positive: a game of permanent spirit which little to create situations which turns the situation, or which worsens him!
Negative (and it is where I want to make proposal): the effort supplies at the level resource is totally uneven and inequitable for the aggressor, in contrario of the defender, I give some explanation better this point:
The aggressor owes sometimes used until four resources to begin a combo:
- the good placement (zoning, neutral game, trap, etc.)
- an EX
- a resource peculiar to the character (a skull of Spinal)
- of the life (for Mira)
And just after all this work, the defender presses on 2 buttons, uses 0 resource, and breaks all this work… It is inequitable.
Iron Galaxy understood it, it is obvious fact and everybody understood it (in view of the modifications already carried to the system).
And for me, it is the major problem for which Killer instinct did not leak out in a bigger community PRO - GAMERS.
Thus I have some proposals to be made to balance the resources used by each:
1st PROPOSAL: why do not to give a timer to the combo breaker to limit its use in time, as in blazeblue its burst but adapting that in killer. See my example:
1/ the opponent commits me, he makes double auto HP and I make HP+HK, thus I make a success of my COMBO BREAKER, and there I cannot use anymore the combo breaker during 10 seconds (or 15s has to see).
2/ the opponent commits me, he makes double auto HP and I make MP+MK, I am lockout 3 seconds AND the timer does not start!
3/ the opponent commits me, he makes double auto HP and I make HP+HK BUT he has counter breaker, I am locktout 4 seconds AND the timer does not start!
Thus in this proposal, the timer start well on only on a combo to breaker makes a succeeds.
2EME PROPOSAL: during a combo my opponent uses a SHADOW MOVE (thus a sessource) and I press only three times on HP+HK and I combo breake its combo… It is not good. I propose 2 different things so that the defender also uses resources staffs:
1/A every pressure of HP+HK in a shadow moves, the defender lose 1 tier of a shadow bar.
2/A every pressure of HP+HK in a shadow move, the life potenciel is added to him.
3/You can couple both, so that when the defender does not have the upper hand any more shadow it adds of the life potenciel.
3EME PROPOSAL: when the defender manages its combo breaker, he should not fall in a situation equal to his opponent, but disadvantaged! For that he should fallen on the remote ground equal of the beginning of match but in hardknockdown (yes the animations of combo breaker should be to change ^^).
Well, saddened for my approximate English ^^
i love you all.