Juggle breakers

I don’t like the ability to break a 1 or 2 hit juggle hit. For example Fulgore juggle ender into heavy kick, why is the heavy kick breakable ? is only one hit. Kinda kill the fun of the game for me. There are too many combo breakers already, being able to break a 1 or 3 hit juggle only add more combo breakers to the game. When playing, players only see combo breaking, combo breaking, combo breaking, combo breaking. Let juggles rock, they don’t do much damage and usually is only 1 or 3 hit and they are fun, too many combo breaker is not good. Character like sadira or cinder are probally an exception, their recapture or juggle launcher move being breakable is ok.

Because people was doing launcher ender to sweep for free hard knockdown setups all season 2.

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Ok. Let me do my ARIA juggle loops worth lots of damage without penalty. I would love that. Please make it happen IG. :slight_smile:

Because it is a setup, it is also breaker bait. Why not make wall splat throws not techable. Same argument applies. If you can stop your opponents setup or greed for damage you should have the opportunity.

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Because some characters can juggle to recapture all ■■■■ day. They have to be break able. Other wise you wouldnt stand a chance against some of the better players. Once launcher and its over. Then you would be crying its not fair.

They are already hard to break since they are basically manuals. You have to make the hard read to get a good break in …so if you are able to break them easily then why worry?

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Lol unbreakable juggles with Jago… during instinct?

Good luck beating me.

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What about a fulgore dev beam instinct cancel juggle? You can save up 4 pips with the right juggles and cash it out. Give me that unbreakable after a 25% wall splat. I’ll win.

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That’d be really good. But unbreakable endo juggles just means I get a glorious amount of health.

Oh I know, but gaining life vs winning the match :slight_smile: I’ll take the win.

Let me repeat. Why is Fulgore standing heavy kick breakable after juggle ender ? Is just standing heavy kick. There are more examples of 1 or 3 juggle hit that don’t recapture or launch, they don’t do much damage but are breakable. I don’t like that, kill the fun of the game for me.

Hey man, I can easily cash out that juggle though, it would’ve hit harder but the devils over at Iron Galaxy decided he was too good all of a sudden.

Because it is a potentially setup. You can charge, fireball - teleport, zone, etc. breakers eliminate the possibility of extending the matchup in your favor for a successful read. It is the same reason that you cannot use h. sweep without being invulnerable to combo breakers because it causes a heavy knockdown.

It may kill the fun for you, but it makes the match fair for both.

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It’s breakable because otherwise you’d get free set ups after certain enders instead of the ender meant to provide that set up. Not a specific example but why use a hard knockdown ender when i can use a more damaging ender and then do an unbreakable juggle sweep for the hard knockdown afterward?

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Fulgore’s stand heavy kick is a cancellable hard knockdown. Very few characters have those, and fulgore happens to use it well in setups. It’s fine that it’s breakable.

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Standing HK is a hard knockdown, is special cancelable, and can be juggled off of into more damage. Launcher ender, hk into projectile, follow up 50/50 left right high low into 1 chance break launcher ender again, st HK projectile cancel into 50/50 left right high low again, this is why it is breakable. It leads to perfect setups for vortex that can melt an opponent. But if you want a Fulgore main to have a guaranteed vortex setup off guess break 1 chances for an entire match by all means give unbreakable juggle HK, I’ll never play another character again. Fulgore would go to god tier.

@oTigerSpirit Yeah that caught me off guard too. Jago was good but like never that good.

because that standing heavy kick can lead to a wall bounce which in turn can lead to more combo or throw. If they do a short combo into standing heavy kick wall bounce, then recapture the combo can just keep going if you lockout.
Being its after an ender it need to be breakable.

Only reason I mention heavy kick is cause is fun to use and add a bit of style. Not much you can do after heavy kick, if you want wall splash or hard knock down just do the corresponding ender. So if I use light punch instead of standing heavy kick after launcher ender, is still breakable even though is only one hit that does nothing. So why is light punch breakable after launcher ender, feel like they want to force counter breakers but it just add more combo breaking to the game.

Fulgore’s st.HK is breakable because it follows the rules of the breaker system; you can break attacks after you hit with a special move.

What change does the OP propose to the system to make the game better in his opinion? All air hits are not breakable? Only some of them (if so, which hits should be breakable and which shouldn’t)?

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Stop being so predictable, and/or counter-break. Or play another fighting game if you really can’t stand combo breakers.

Why is anything breakable? Normals are special cancelable which means they can be canceled into a shadow to cash out juggles. Lots of characters can cash out juggles now. So it went game wide juggles are breakable

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