Stuff
The guy who says the thing you might not like
Mike you broke alpha counters in the beta. Fizz was going mad about it and I thought he was crazy and then I checked.
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Ya, peanuts told me, it's already fixed locally. Hahahahahah.
Probably. Worth noting that it currently works this way right now in retail.
6HP x Tremolo isn't as fast as 2LK, but Seria cancel has a very distinct animation and flashy color effect that Tremolo doesn't have which makes it bonkers and hard to follow.
What's the point of having the little tiny window of Strike invincibility for an assist on the startup?
Seems like all it would do is just cause confusion or 'Would have not whiffed the assist punish and would have been a happy birthday if you pressed that 1F later' things.
Seems like it should be all green / all teal?
Yes I understand the 3F's of non invincibility for assists.
I still don't know what the single grab inulnerable frame on Bella's MGR is for. MGR is 4 vulnerable frames, 6 hit invulnerable frames, 2 fully invulnerable frames, 1 grab invulnerable frame. It's active through the full and grab invincibility.
I meant more in terms of calling it at neutral without any regard to what was going on on the screen (vanilla was an exciting time)
<3
@worldjem
4.1k fully scaled is a lot, innit.
Fiber upper is counted as a super jump no matter what if I'm not mistaken.
i felt the headbutt finisher is just okay, you can combo off of it just fine (to make it not otg it requires a cr.lp or lk link but it works). the Knee finisher is the one that's meant to send your opponent flying away from you.
You can't even avoid using the OTG with LP/LK on light characters unless you are up against the corner. Mostly wanted the change so it is more reliable to link into c.MP after the hitbutt on light characters and maybe LP/LK on heavies without forcing otg.