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Lombax Warrior
Registered: 07/06/2012
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Re: The Sequel Needs A Combo Break System

Jan 14, 2013
So something as easy as pushing a few buttons to stop a combo is more difficult and time consuming than learning a actual long combo or set ups for a super?

I get you don't have time, I understand, but you aren't making sense on how adding a combo break will be advanced.
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Wastelander
Registered: 11/16/2012
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Re: The Sequel Needs A Combo Break System

Jan 14, 2013
I was trying to say its not a good solution, imo, to add not just combo-breaker but those other things i pointed out on my post. I didnt pretended to offend anyone, sy. I thoug that a different point of view was ok to write but forget about it.
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Splicer
Registered: 06/17/2012
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Re: The Sequel Needs A Combo Break System

Jan 14, 2013
I agree with the idea of having a combo breaker at the cost of an AP bar 100% and having to press one button while your being combo'd doesn't make the game complicated. Having one way to get out of combos wouldn't stop this game from being a fun "party" fighter.
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Uncharted Territory
Registered: 07/04/2012
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Re: The Sequel Needs A Combo Break System

Jan 14, 2013
Or add DI. Either way is fine by me.
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Fender Bender
Registered: 02/12/2010
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Re: The Sequel Needs A Combo Break System

Jan 15, 2013
Thanks for agreeing.
[The YouTube Poser]

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Fender Bender
Registered: 01/10/2009
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Re: The Sequel Needs A Combo Break System

Jan 15, 2013
This is a great idea (especially if it costs super like suggested) and I don't think it makes the game too technical. The game is already pretty technical but still a party brawler. It will always be a party brawler as long as it's 4 players. The additional 2 players will never be able to be perfectly predicted creating a hectic, chaotic, party environment where anyone can win. 1v1 is different.
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