I draw the line at punishing the player for landing a combo. I'm not a fan of requiring high execution, as I feel fighting games are best when played at the mental level and not the physical, but I just don't like that you can break a combo, even if it's still tied to resources. X-factor doesn't do that, and the miracle is it can be used offensively, defensively and as a counter. The mechanic is beautiful in theory IMO, it's just still overpowered and outcomes rely on it's usage too much.
I'm not a fan of ToDs either. I always thought Marvel should have employed systems where hitstun decreases exponentially or something until you finally flip out unless you hit something on the exact next frame or something, but I also kind of understand why the game favours high damage and long combos; it rewards optimization. MvC3 makes you value the entire team more because a third of it can be gone from one mistake. High damage and ToDs keep the pace of the game fast. It's not the best solution, but I understand why they did it.
Real talk, they just need to wholesale rip the combo grading system out of Devil May Cry, apply some Skullgirls-isms to it and adapt it into a fighter.
- "Style ranking" changed to a general 3 strike judgement system. Instead of hitstun decay, you have timing decay. Increased duration of a combo slowly degrades the combo with the game expressing itself with a visual "Wrap it up box" like the hitsparks changing from Blue/Green to Yellow to Red.
- Combo started with a bounce or soft/hard knockdown style tactic get graded in the yellow as the following confirm is easier from these type of moves.
- If you continue to combo while you've hit the red or in other words maxed out your time, did cheesy shit during your combo (which speeds up the degradation of the combo/change in states between your confirm and the danger zone), or used multiple bounce or differing knockdown style moves, your opponent that has been put into movie mode gets a player controlled choice between letting it play out or interfering with the combo via Burst or more optimally a Guard Cancel vSav style, etc. Hell maybe you could do it like grooves and have a pick your poison before the match between a neutral non-damaging burst, a high HSD style flip out a la UMVC3, or VSav like Guard Cancels.
I'm very fond of the idea behind bursts because it adds another layer of reading habits/tendencies and tension to a situation, but I feel like there's ways to make it even more welcome and exciting without adding difficulty to the aggressor in landing their hit confirm.
What pushed a lot of people over the edge about Mega Crash was that you could get combos off of it.
This is a legit no-no.