Pedro The Hutt said:
Dreiko said:
It's not any different from things that have ukemi/emergency rolls like BB or GG though. If a combo bluebeats you get to roll out of it. Does the fact that it's a burst and not a tech somehow make it more abraisive to you or something? Just because it's merely for infinite combos and not dropped combos doesn't mean anything, if you drop a combo you can still go on infinitely in other games if the person doesn't tech, that's the same deal really.
Ah, but see, difference between BB and MvC3 is the fact you actually can tech or roll, MvC3 has no Ukemi, no mid-air recovery, no techroll, nada, if you are caught in a combo you have no choice in MvC but to ride it out until either your character is defeated or your opponent drops the combo, at least in Blazblue or most other games if the combo lasts long enough the hitstun will be so brief that you'll be able to do ~something~ before the next hit comes, plus in BB you can burst whenever you feel like it so you needn't wait for some system to decide if a combo is an infinite or not, and to my knowledge, after they fixed the Taokaka tauntloop not a single infinite combo remains in the game. I guess since the first fighting game I really sank my teeth into was Virtua Fighter that I'm kind of spoiled, but I feel that Skullgirls' way of dealing with infinites is rather... cheap, and to me sounds indicative that there are bunches of possible infinite combos in the game.
Of course, the game is perfectly free to prove me wrong, but I'll definitely just sit on the fence and await the reviews first.
Sorry but you're confusing combos with dropped combos in blazblue.
If it's a real, red-counter-combo, you DO have to wait until your char dies or your foe drops the combo. Only if the combo is not a real combo and the counter turns blue do you ever have the chance to do anything.
While you're right that hitstun proration is quite higher than that in MvC3, it ultimately means nothing since people will simply use shorter combos to retain the inescapable properties that all combos have and end in a wakeup state. (what people call okizeme or oki for short I main Bang so midscreen I do about 2k and end with oki, going for corner push and the nice 4k+ combos)
The fact that you can tech a dropped combo doesn't mean anything, the same is true for MvC3, it's just that the system techs for you there, which in practice means that in BB there will be some combos which were dropped or simply impossible, that actually did take place, simply because the guy forgot or misses an ukemi.
Finally, bursts are a HUGE tactical element, you can't just say "well, in BB combos aren't like MvC cause there's bursts" since bursting badly can lead you into a new, even stronger combo, bursts consume half your primers, potentially crippling certain matchups if you burst too early (try playing against a lambda who zones and breaks primers all day long with a char that has only one primer left, you'll be in danger state after 5 seconds, eating 5k combos, and that's if you play your cards
right) and most importantly they're limited. Most of the time people will save a burst until it's a do or die situation, which in effect removes them from the table as far as the average combo length is concerned.
Feeling you have the option to break any combo is good, knowing you only get to burst out of two combos in an entire match, ever, is integral.
The taunt loop hasn't been in BB for over 10 months now man...and it never was an infinite anyways, it was just a very very long combo. Think arakune curse combos, yeah, it was like that.
I remember this burst-punish combo in a match, the Tao started the combo with a taunt and she did about 7k. 7k is a lot but nowhere near an infinite. I get to do 8.8k with Furinkazan Bang and that's with just a 20~ hit combo. If I add gold bursts to that it goes to over 11k...so yeah....tauntloop was never broken or anything.