Well Fiend Busa, I believe that is what they have (In a sense) with strikes because it does force the airborne player away from the standing player over time. Basically after X number of hit. Go into survival and launch a Satah or something with a Lvl 3 Launcher and just spam Marie-Roses P,P,P combo and you'll see how the player/AI opponent eventually gets a large push back as the combo drags. Though Rachel obviously or Busa (or both) needs different properties in the attack that is keeping the opponent airborne. This would help balance it out more however this is proof much work needs to be done. This may also be something that could be only a Tag issue in which case possibly TN should consider balancing doa5:LRs Single and Tag matches differently. Possibly Tag should be a lot stricter in terms of juggles and become more of a foot game where as singles should be prone to higher juggle combos or something in order to offer two different plays styles within one game for the different modes offered with in it.
They should just make a system where the game catches the player doing the same juggle after x amount of times then just instantly drop the other player to stop infinite juggles..idk lol
Well im glad you understand I am not trashing the game or saying the whole thing is 0/10 and that I am just saying certain designs/idea weren't ultimately implemented properly or well. Its a shame that the Tag Suffer because have 4 people battle in true competitive gaming over a JACKPOT would probably be one of the most intense things ever. If one guy doesn't play his strongest and do what he needs, he could ruin it for one guy. The pressure is on the players and it would be interesting for me at least to watch. Though seriously beast combo, but sucks to be those guy on the receiving end XD
This isn't showing tag is non skill friendly. Just shows poor game design is all. Theirs a difference. Don bash the players before thinking about the game itself and how its playing.