ThatDarnNinja
[08] Mercenary
ROs and wall combos are not comeback mechanics just because they do a lot of damage.When I said that guard burst is a comeback mechanic, I meant that you could be down in health, get a burst on the opponent and land a nice combo.
The same is true for wall combo's, RO's, JG-punishes, and the buildup of meter from getting your ass kicked.
So say you're down in health, you land a throw that results in a RO, so according you SLDE, just because you positioned yourself correctly and chose the correct grab, that makes it not a comeback mechanic? Having a comeback mechanic doesn't mean there's a brainless way to implement it. Same is true for wall combo's, it's all about position, and meter management.
Wall combo's in general are way overboard and in some cases you get half life or more for a single BE, depending on which character.
In that sense, all comeback mechanics require some good read or a solid decision. I'm not understanding why that negates it being such.
> "just because you positioned yourself correctly and chose the correct grab"
That means the opponent didn't position better and didn't break the correct grab. You're playing better and deserve the advantage.
> "Wall combo's in general are way overboard and in some cases you get half life or more for a single BE, depending on which character."
Maybe some characters are a little overboard, but some characters also rely on intelligent positioning and use of wall combos. Look at Leixia, her damage output is amongst the lowest, but her wall combos and other tools give her a good advantage if played right.
> "In that sense, all comeback mechanics require some good read or a solid decision. I'm not understanding why that negates it being such."
Because you're playing the game correctly? You're doing better than the other opponent? This is like saying "dealing 240 points of damage to the opponent is a comeback mechanic even though it requires good decisions".
SCV has no comeback mechanics, it just has mechanics. Even the free bar of meter doesn't count since it happens between rounds. There is no momentum shift and both players have a guaranteed chance to make use of it. Look at MvC's X-factor; you get dunked and have just your level 3 x-factor Wesker, now you can go ahead and ToD everyone on the enemy's team in 5 seconds from one unseeable mixup each.