@Mike_Z
We noticed something with @Stimoro. There's an inconsistency in how the game places players versus each other in the corners:
What we are seeing there:
Illustrated on canis major press -> jump forward.
Player one: If done in the left corner, doesn't jump behind the opponent. If done in the right corner, does jump behind the opponent.
Player two: If done in the left corner, does jump behind the opponent. If done in the right corner, doesn't jump behind the opponent.
In this case it can be exploited for "vague" crossups if the jump forward ends with for example a late j.HP, as the side from which the hit comes depends on which corner it is done in + which player does it.
I reckon rather than being character-specific this is related with a wider issue on how the game handles spacing of players 1 and 2 in the corners. My uneducated guess is that the game sees both players being in the same spot in the left-right orientation, and deals with this by giving player1 priority to be on the right, and player2 priority to be on the left. Here's hoping this observation will help pinpoint the cause of the problem.
We noticed something with @Stimoro. There's an inconsistency in how the game places players versus each other in the corners:
What we are seeing there:
Illustrated on canis major press -> jump forward.
Player one: If done in the left corner, doesn't jump behind the opponent. If done in the right corner, does jump behind the opponent.
Player two: If done in the left corner, does jump behind the opponent. If done in the right corner, doesn't jump behind the opponent.
In this case it can be exploited for "vague" crossups if the jump forward ends with for example a late j.HP, as the side from which the hit comes depends on which corner it is done in + which player does it.
I reckon rather than being character-specific this is related with a wider issue on how the game handles spacing of players 1 and 2 in the corners. My uneducated guess is that the game sees both players being in the same spot in the left-right orientation, and deals with this by giving player1 priority to be on the right, and player2 priority to be on the left. Here's hoping this observation will help pinpoint the cause of the problem.
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