Long post...
Overlapping F and D parry is dumb and has to get fixed, unfortunately. The rest of the timing changes can stay.
@Cadenza
Fukua shadow isn't a buffer problem, it's that she holds the frames for really long after the shadow comes out. Try unheld shadows and you'll properly dash every time, but held shadows you won't even though the timing is EXACTLY THE SAME because the visual cue is different. I might be able to fix the visuals, if not I'll add a buffer but it's still visual. :^P
About Fortune, I honestly wouldn't mind scaling her DP but the thing that bothers me the most is slide into snap, so I'd rather fix that.
a little.
but the size is same in Japanese or English.
Yeah, but it's not hard to read in English, which is why I asked.
Car after otg in the corner
Is different, you can choose to car from the far side of the screen and be safe.
using Sewer in the corner on someone seems very limited now as Eliza must mash pretty hard to catch the thrown opponent with c.lk or use exclusively c.mk for a more reliable catch.
That's a bug I'm gonna fix.
The new version, corner and midscreen, eliminates mixups generated by quickly resetting the opponent after the throw (such as [Old Sewer] -> s.mp -> [Some mixup]) and forces Eliza into at least a short combo.
c.LK c.MP does the same.
I'm not sure how Mike feels about that being an assist though, since the new version generates a green bounce. I'm curious how other Eliza players feel.
That also should probably be fixed, along with Peacock's throw assist.
Converting off level 3 is a bit more consistent now, but still very difficult on Double and Big Band at midscreen. Being difficult is fine though, since Eliza can now convert on both of them with [Upper Kaht M -> H] . Previously she could not.
She can convert without having to start with a DP on everyone.
c.MK(2)->s.HPx2 xx H DP works on DO SQ EL MF PE PW CE VA BE RO
c.MP->s.HK xx H DP works on everyone except Band.
I can probably move people a TEENSY bit closer.
would it possible to consider taking a look at Eliza's Lady of Slaughter being unsafe on hit in the corner?
almost guarantees she'll be on the defense coming out of the super
"Unsafe" does not mean "on the defensive", it means "able to be hit".
The fact that each character has a different wakeup time makes it difficult to judge whether Sekhmet should stay out or take the risk of returning to the anchor.
If you get to judge the risk, it's not unsafe.
That said, I can maybe freeze the opponent for longer or have Sekhmet drop slightly faster.
Is Big Band Supposed to Auto Tech (Tech without pressing buttons, only holding direction) on the early parts of his jHK?
It's not auto tech - the input for tech is "are holding a dir now, and within the last 40 frames pressed a button", which is true of a low j.HK. :^P It's not that easily fixable and doesn't really break anything...
Eliza can do the same thing
Eliza's tag does not hit from behind, they specifically said "when I'm pressured in the corner".
Tags do not have high/mid/low properties, period. They do not hit overhead in any Versus game through MvC2, and it's DUMB in MvC3.
For the record, I have no problem with Beo being able to do that, his tag takes 45f to hit if you tag from in the corner.
make the timer reset to 50% if robo isnt TAGGED in, DHC'd, Alpha Countered, etc.
Tagged can bring it down to zero too, sure. But DHC? Nope.