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Ein Übersetzungsproblem melden
People are just trying to help. You're playing a game that is not made for you and it will never ever EVER change to fit you. Everything you post makes it clear that you don't actually like the genre. It's time to play something else.
Or reassess your mindset, but based on how you behave that does not seem likely.
There are games that have combo breaker mechanics you might enjoy more. Off the top of my head, Blazblue, Guilty Gear and Mortal Kombat games typically sport this mechanic. Skullgirls kind of has one too, but only as a tool against infinite combo spam.
I know. Point is: What's wrong with wanting such a feature for Street Fighter 6?
Outside of a select few, extremely difficult things to land or janky avatar builds, combos in SF6 aren't big enough to justify needing a combo breaker. The games that feature combo breakers are a lot more volatile and TODs are more common, so combo breakers are needed. Bringing them to SF6 would just slow the game down
If you add a Breaker but make it a "desperate" feature i.e high risk, high reward (such as, say, Perfect Parry or at least make it drain the Drive gauge by like the same amount of Drive Rush) people wouldn't really abuse either combos, nor breakers, then. In theory.
You write a lot of smack for less than 40 hours of playtime~
The best part is when you wake up they can DI you with just the right timing and there is nothing you can do, you ca't counter DI.
Just stay out of corners.
Parry would probably work in that scenario. However, if you're waking up in corner, you're at a huge disadvantage. Your energy is better spent avoiding that situation vs coming up with the perfect answers within that situation.