guitalex2007
Well-Known Member
Squigly and Big Band not so much, and they got to top 8 at EVO.
Some dumbass used them with point Fukua or something.
Squigly and Big Band not so much, and they got to top 8 at EVO.
Because she is bottom
Can't really talk about the red life changes too hard since I haven't played it, but I feel like losing all the red life off of stray hits or projectiles would suck. What if it was just grabs and supers that killed all the red health?
On meter gain, I don't know about other people, but I never really feel like meter is something I'm in need of as a solo. Don't need meter for DHC's or Alpha Counters like teams, so other than using supers in a combo there's rare use for meter. And not many characters have supers they can just use solo (unless they make a read with a reversal super and in fact have a reversal super), and between landing hits and getting hit you kinda have all the meter you need most of the time.
Because the slow startup, I would say. That way you can throw her before getting hit with it.
BULL
Only if those mids or highs are assists, projectiles, or done from outside pre-block range. (Way beyond Filia j.hk range for sure)
Didn't read that long thing I wrote? Glad to have wasted that time.
Maybe play it before talking, then...?
Upback gets hit by mid/high assists or moves that have the character standing outside preblock range, because those don't cause preblock. If they are standing next to you upback will not get hit by anything that is not a low, so same-side j.HK loses to upback fully.
..........I'm sure that's totally fine....
Filia - j.HK, 13f: large disjoint hitbox, safe on block, can be used as an instant overhead while rising, airdash cancellable to combo vs air without OTGing anywhere, can also Gregor or Hairball to combo after midstage, stops her momentum making it useful for movement. Not even gonna count the "could randomly crossup". Causes...red bounce, allowing free combos even if you are not fast enough to confirm the hit and combo without OTGing?
My Steam SG experience isn't so good, so I'll probably never play this change if it ain't permanent. There are precious few Solos around so I thought saying something would be better than not. Though my not saying anything about any beta change is probably fine too.
I'm not sure how to put into words how I feel about the newer j.HK change for Filia.
It feels... janky? I mean, I get that it just completely halts her if you are crossing over your opponent, but its just really weird that it does it at any height, or that it happens at all.
Is there an issue with her keeping the crossup from a super jump? Unless I'm mistaken, a SJ IAD j.HK is slower than one from a regular jump, no? Isn't Filia's "thing" supposed to be that she is hard to block once she is in your zone?
Well it's meter right now...but who knows it could become health (with the same getting-hit restriction) at any moment, I guess. :^P@Pikmario kumite and a @Outlaw_Spike kumite
aggressive solo and defensive solo demos for health regen tests
Firstly, what I meant was that the move has plenty of advantages as a poke or a neutral game tool. The fact that Filia's design allows her to land it vs standing characters after resets very often doesn't mean it is only used after resets, it means resets are often how she creates her next vs-ground neutral opportunity. That's the bit you entirely ignored.Again. There's almost no situation where someone would get hit by a raw j.HK and the techable bounce would become relevant EXCEPT as a reset.
But, you know, what you said makes sense because jumping and using unchained j.HK a lot in neutral is currently giving Filia players so many free converts and combos.
High low is not a mixup, to you? Only ambiguous crossups?
Would be if people would have fear to not jump right into j hk on purpose.
If someone is jumping you can hit them out of their jump with a low. It's still a 50-50 ~_~
Would be if people would have fear to not jump right into j hk on purpose.
Look, i know what you want out of filia and filia players are forced to adapt like the fukua players.
out of pure curiosity can you make so that if filia air dashes then it will ALWAYS cross up?
having her stop at the apex height no matter what (it looks like 9. j hk from my eyes) looks and feels weird. If not, then i'll just wait till the nerfs hit retail or something.
I learned today that chicken blocking only puts you in stand preblock if you are in range of an attack.
Increasing block stun won't fix either of those things then.