I haven't had that happen to me since the copter change.
st. fp is your best friend against jump in attacksCan Robo 2LP gain one more active frame? Its low active frames make it hard to use as an anti air against stuff like BB j.LK, FU j.HK, and other jumpins since it often just ends up trading. Using L Danger raw in those situations works but is a huge risk since they can just land and not do anything and you die.
It's disjoint. If it's trading you're doing it late, in which case an extra active frame will not solve anything.
OH NO, RISKS!
Item drop triggers IPS when undizzy is full because otherwise Argus Item Argus (and now, Argus Item Lenny Argus (call item) Argus Item Argus) would be possible at full undizzy. Nothing about that is changing.
Yeah, I can make it stay in place until you can't kara-cancel it anymore, but it moves because of the animation, so I can't make it stay in place the whole time.There is one peeve I have with fortune's 5LK: because it moves her back a bit, you can accidentally kara throw with it and then end up missing your throw even if you would have otherwise hit with it if you didn't get the kara. Also, it never really helps combos to have her move back like that on her 5LK anyway.
Can we make Fortune's 5LK stay in place instead of move back a bit for that first part?
Sure, but since he blocks ALL frontal projectiles now that's why he has longer cooldown. :^P It's more than enough for tears and a sniper.
This I think I also agree with, Bike ain't that great. I might not be able to implement it with the art we have, though.
Hmm, maybe let the biker come out unless parasoul gets hit during the actual summon? I don't know the number of frames in between her getting hit and him being activated to actually come out and grab or not, but maybe shorten that window if artwork won't allow speed up? There are times I feel like I call bike and get hit pretty late with bullets or some projectile and he comes out slow even though I clearly called him much earlier than my opponent hitting me. Or have a reverse input charge and the bike comes out from the back end of the screen avoiding projectiles? I doubt anyone besides me would like that though :P
That would be a nerf.
Extremely unfair vs zoners after already getting M Soldier buff.
Quit while you're ahead, Dan. :^)
What about head roll? Since sneeze is a special, it kind of makes sense to also get a special with head-on.
It's not super easy to make consistent, but I can check.Someone mentioned this awhile back and I thought it was a good idea for Peacock. When Peacock has her opponent in the corner and grabs them, on some characters she can follow up with LK bomb into s.lp for a meterless conversion but on some other characters she can't. Perhaps the hitbox on the bomb can be extended a little closer to her or such?
This, is probably not fixable.When Peacock's back is to the corner and she does a backwards throw, she can get lk george on everyone, but some bigger characters seem to get hit too quickly by the bomb and the s.lp is impossible to connect. Not sure if anything can be done about it, but just thought it interesting and figured I'd share. These are the characters that s.lp won't connect on:
wanted to randomly pop in to say we've talked about this a year or so ago. You can already assign HP as an assist and she'll do Head Butt without her head. So, wouldn't be much of a change. You pondered the idea but ultimately changed your mind for other reasons.
Well this is embarrassing. Yeah when the foe's back is right to the corner, even on those where lk george hits, the jab won't follow up. The closest I got was delaying the bomb as much as possible so Peacock backs up a little, and then you can get the jab out right before they tech, but it just barely misses comboing by a hair. I did the back-throw testing first and always confirmed lp into s.mk there. I guess when I then flipped it, I made the silly assumption that if lk george hit, the lp would also hit. My dumb mistake.
Surprisingly, there's actually a reason for that! http://skullheart.com/index.php?threads/poll-keep-fukua-in-the-game.2418/
I agree and honestly it's something I was thinking about too but forgot to mention because of all of the other changes taking priority in my mind, it almost feels worth it to just let the opponent keep hitting me for almost no damage and just letting myself build lots of meter from it and then burst when I finally feel safe rather than bursting out of fear of taking extra damage.
What I meant was after I input the move, the biker shouldn't come out slow unless she was hit super early. I'm not sure how many frames it is now, but shorter than what it is already. That's if he doesn't have the animation to speed up an interrupted biker
I agree with this completely, thank you for bringing it up! The main goal was to reduce tacking on big hits after 240 undizzy. I'm not sure I can do it, though. If you cause both IPS and Undizzy bursts, though, you will still get reduced damage.
Dude, it's not possible to prevent that on any system except PS3 (;_;) it has never been prevented on PS4 if you are using a PS4 stick/pad.Oh, uhh @Mike_Z, not sure if it's because of the recent PS4 updates, but you can now hit the home button during tournament mode.
Robo still gets the same amount of meter she did before, and the opponent takes damage and goes into hitstun, and isn't right next to you to punch you, which are benefits of zoning. If I'd nerfed the amount of meter ROBO got, I'd agree with your statement somewhat. (She gets more meter than they do if they don't block it, too.)
You'd have to ask someone who's been to Salty. Or you could tell me which adapter type/mail me one to try.
You mean if you started the combo with 3 levels but don't EX the Press? Probably not, because it does 1800 unscaled damage, which means it does 1525 more than regular fully scaled Press, plus that would allow you to do 3 EX finishers beforehand instead of 2, which further increases the total damage. You could try "remembering"...?
Decent point. Not sure what I can do but I'll try to finagle something.
Nope.
Because otherwise it has no weaknesses at all...parrying something in the air would basically just grant invincibility...
Well, the benefit of zoning is getting meter while the opponent doesn't, not just getting meter, unlike some other characters robo does good chip though, so it makes sense, I guess.Robo still gets the same amount of meter she did before, and the opponent takes damage and goes into hitstun, and isn't right next to you to punch you, which are benefits of zoning. If I'd nerfed the amount of meter ROBO got, I'd agree with your statement somewhat. (She gets more meter than they do if they don't block it, too.)
That totally is unintentional! Hmm...well, the difference is unintentional, but for the opponent to gain above-average meter it has to stay. Oh well. :^P
She's at Salty every week. Do you not have the problem on PC? The dead zone numbers are within 1% (if the analog range is 0-100%) of each other on PC and PS4 now, whereas before they were something like 13% different.@Mike_Z Sunset plays on 360 pad and uses a brooks converter. I don't know if she goes to salty often, and the last time I talked to her she said it worked fine, but it doesn't work for me in SG and its only SG that has this problem. I'll ask her again.
Unless you realllllly wanna overnight it, there basically isn't any time.
Um. I have setups that intentionally take advantage of how unsafe Dynamo looks. So. If you don't have to change that, I would appreciate it.The Dynamo thing, you just kinda gotta get used to. I play her and have it happen to me, and even I don't think that it shouldn't kill until the last hit. There's no really good solution, but I might as well explain what's happening:
When a character is dead and they touch the wall in air knockdown hitstun, they become invincible. This is to prevent dead body combos or infinites, a few of which are possible in MvC2. Dynamo's floorbounce ..... hang on, I think I just figured out how to fix this to get her to juggle dead people fully!
I already fixed it, but the last 4 hits can still miss. You'd rather keep 'em all?