Heroic Strike is too strong
InvincibleVs is a very fun game, but I think some of its mechanics aren’t polished enough and encourage/reward poor play.
Heroic Strike provides way too much mileage in this game. In most fighting games, Alpha Counters are primarily used as a defensive mechanic to get the opponent off of you. However, this game allows you to combo off of Heroic Strike, and it creates an automatic 50/50 situation. A defensive mechanic shouldn’t be this strong because it rewards passive play a little too much.
Any time you’re playing neutral and you make your opponent block, you have to preemptively anticipate and react to the Heroic Strike with an armor-piercing move in order to counter it, which is easier said than done, given they can use it at any point during your block-string.
The fact that you can tag after a Heroic Strike, replenish your meter, and immediately do another Heroic Strike and force your opponent to guess again is a bit exploitive. It becomes repetitive and gets tiresome after a while.
For lack of a better term, this is an extremely scrubby mechanic, and I think they should either remove the ability to tag off of Heroic Strike or, at the very least, make the character tagging in consume two bars of meter. That would make the mechanic less repetitive throughout a match.
Before anyone jumps down my throat, I still win and perform well in my matches.
However, I find myself getting hit by this mechanic more often than I do in neutral, and I see other players getting caught by it as well. In my opinion, it’s simply too strong of a defensive mechanic and rewards lazy players who don’t know how to block.