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My point is that the elongated juggles force the opponent into the corner from a move that's very easily connectable. eg) MASSIVE reward for quite low risk. eg) Bryan's sweep.
Watch the BEGINNER'S GUIDE for Bryan here 29secs in is a VERY common low launcher combo... at 33 seconds is where it gets f**king stupid. I hate how the character lays on their back with their feet high in the air just waiting to be relaunched.
In real time this sweep is easy to counter to the floor but any connection slightly weak it becomes very hard against a good fighter who know's their mixups, crushers, etc.
https://www.youtube.com/watch?v=OhgQe8GflpY
My overall statement:
If the combo at 29 seconds ended at 33 seconds it might allow for another exchange of standup-mind game in the fight.... This adds depth.... this adds mind games.... this adds strategy...
A match won with juggles is largely the same every time.
You tell me which has more depth. I'm not against juggles - just less without compromising position and the fact there is nothing but bordum for the one recieving.
The UF+4 is ALL anyone uses online these days.
The introduction of this mechanic would have been a disaster in T6 but this was compensated with the increase in health of the characters(or the damage things do relative to their full health bar). I can say that the characters' health is higher than ever in Tekken 7.
There are no air combos(rare exeptions) that take more than half of your health without the help of walls. Also you must have noticed while doing some of these combos that the opponent starts to fly away from your faster with each move that you hit them with. The most apparent example is when the ending of an air combo ends on a wall and then you break the wall with a powerful move. Now that the oppenent is still stunned, even a jab will send them flying off into the air because you have already hit them with a 9-10 hit air combo beforehand.
This mechanic stops everybody from taking away full health bars of their opponents.
But this is also the fun factor of the game. This makes the opponent more vigilant of launchers. Most launchers are slow in this game, except the generic ones.
So my conclusion is either you can make the game more fun or make it more fair(and also less fun). Namco went with the former.
Anyone watching the game for the first time will screw up their face thinking "really? you barely touched him and he launched."
These are the combos that take the MOST time are the easiest to pull off and most forgiving for any noob. Please give the second bounce option "Off!"