Interrupts and push backs

There are moves that are used as interrupts and moved that are push backs... But they are not marked. And it seems as though EVERY jab is an interrupt... That should be fixed. If you want to play a fast fighter it's all good, but they should limit what moves can actually interrupt and limit the use of them like every other move. Nothing kills a match like being 2 hit to death by quick jab after jab. At least attempt to make a armor build plausible. Not everyone wants to run around naked.

Comments

  • There is no "interrupt" property because only charging attacks can power through being hit, but even then, they can only tank through one hit. All other attacks can be interrupted because getting hit during your windup knocks you off-balance. Jabs are just the most popular interrupts because they're the fastest attacks available. Armor builds are viable, you just have to familiarize yourself with the mechanics.
  • Chain two ducking moves into a never ending combo and let them interrupt the air.
  • This is why I have always pushed for a damage threshold on interrupts. Heavy Armor = Higher Damage threshold. It would be an incentive to wear heavier armor loads and it would remedy excessive fast spam.
  • Jabs and jump light kick are pretty annoying, but they don't interrupt everything. New players have a problem (and I had this too) of being constantly on the attack, and never using their class abilities. If you use a class ability to absorb / parry / avoid the jab, then you will have time to throw a counter before they can throw another jab. If you go in like it's rock'em sock'em robots, then jabs are going to interrupt everything you do, because you're right in front of them.
  • UNCBLOCKS said:

    This is why I have always pushed for a damage threshold on interrupts. Heavy Armor = Higher Damage threshold. It would be an incentive to wear heavier armor loads and it would remedy excessive fast spam.

    Maybe armor should protect more, but I can say that fast spam doesn't exist if you slow them down with an avoid, or parry an attack. "Fast spam" is just a lot of quick attacks strung together, but each one of those attacks is an individual move that can be countered with class ability, breaking the "fast spam" combo.
  • That is of course true, fast attacks CAN be Parried, Avoided, etc. but its much more difficult. And simply having a very fast deck is often a better defense than class abilities (e.g. using fast attacks to interrupt). The fact of the matter is, having an extremely fast and varied deck is still the easiest way to success in Absolver; can it be beaten? Yes, obviously, but there is a reason most players, including high-level players, lean heavily of extremely fast sequences and light armor. It's because there is not enough incentive to play slower moves, to be tactful, to wear armor, etc. If we buff heavy loads with greater DEF or possibly introduce interrupt thresholds, we might see more variety and thus have a more interesting game.
  • UNCBLOCKS said:

    That is of course true, fast attacks CAN be Parried, Avoided, etc. but its much more difficult.

    True, mix that with earthquake and khalt and you have mash button simulator.

    What if high armor caused more stamina "damage" to someone throwing a low impact on guard hit? If you are in pajamas, and you're kicking someone in a metal shin guard, I'm assuming that would hurt. That would also prevent a string of fast attacks.
    UNCBLOCKS said:

    If we buff heavy loads with greater DEF or possibly introduce interrupt thresholds, we might see more variety and thus have a more interesting game.

    I agree with higher defense, especially against low impact on guard hits. Come to think of it, the impact on guard is actually the damage that would get through the armor of an armored opponent. A strong kick would impact someone through armor -- rattling their brain, or causing concussive damage, while a "back trip kick" or "whirlwind double punch" against armor would be laughable. Actually, the whirlwind double punch is always laughable, but I digress :)


  • Higher defense yes, but aimed directly at faster attacks only. A full hit blunt attack would rattle a person in armor, so maybe armor works against quick moves more than power moves to be balanced and make a player able to counter armor builds as well. I love armor, but I love to have to work to survive too.
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