i don't see the breaker hate, do you any of you play other fighting games????? while i know breakers are generally frowned upon that is mainly in the SF community, which makes sense because they do not fit the scheme of Street Fighter. Other games however such as Tekken 6 and the recently released Marvel vs capcom 3, both which rely HEAVILY again i emphasize HEAVILY on juggles are in dire need of some sort of combo breakers system.
unlike Street Fighter, both of those games allow for MASSIVE damage output in a single combo, some of them being close to 100% or actually hitting 100% (several 100% combos are present in mvc3) If anything this type of design only encourages mindless play and does not revolve around the strategy and mental type of fighting encouraged by correctly implemented combo breakers. High level play becomes a competition of why can land the first launcher and then juggle their opponent for the entire match literally doing a whole bar of damage. (i'm looking at you Tekken and MVC 3) In high level play not only will this be the standard, since everyone will be able to perform these ridiculous combos, but it also limits the viability of the rest of the moves a character may have, simply reducing the game to a juggle fest.
Tekken has always relied on juggles but never in the same fashion as Tekken 6, I felt this was a misstep for the series. MVC3 has no excuse, the game is heavily modeled off of capcom's recently released Tatsunoko vs Capcom which had a combo breaker system called megacrash which you could use by sacrificing 2 bars of super meter. it's a shame they didn't put this in mvc3. Look at all of the negative backlash MVC3 is getting from the pros and high level community, several of the pros still feel the game is cheap. the damage output is simply too much and it's inescapable once you are in the trap. of course you can say "wElLs doN'T fallz n 2 a combO..DUH. HERP DERP" however that is not very good logic since even the pros make mistakes, (dropping combos, falling into combos, poor execution) mistakes are a natural part of fighting games, and very rarely will anyone play a perfect game, it's just the way they are designed. My point is this....
our beloved MK 9 also falls into this juggle fest category. Which is fine if there is a system in place that prevents matches from becoming a race of "who can land their launcher first and end the round with 1 combo" Based on the gameplay we've seen thus far and potential of the combo vids, plus the discoveries that will be made once actual people get their hands on the game, it's safe to say that without the breaker system this game could become another mvc3 or a tekken 6 (which it slightly resembles juggle wise). Breakers are a good thing for Mk 9 and other juggle heavy fighters. They still are not life savers which some of you are making them out to be (it requires 2 bars of meter) however they can make a difference in key situations and they force players to learn the ins and outs of a character as well as match ups with other characters since they cannot just try and memorize 100 percent combos. Breakers that are designed correctly enforce more strategic play and competitiveness in fighting games which is what most of us want out of this new MK. specifically in mk 9 there is also incentive to not use breakers since you have the possibility of landing a damaging x ray for a comeback. so no matter how you look at it's more than likely players will not and cannot spam breakers. I do not understand the complaints.
hopefully you see my point of view and reconsider your negative view on breakers, they are not "noob tools" but rather enforcers of more strategic play styles that involve more than "Kanz eye lahnds mah launchuurr then wombo combo???"