To keep it brief.
I dunno that I do for now because I gotta look at other stuff, but I appreciate the summary AND the levelheaded approach. It's nice!
That's cuz it's farther out from you, and the LP version is for up-close. So no, MP won't be improving to the point where you want to skip LP entirely. (^.^)
It would be nice if it could at least be good enough that s.hpx2xx623mp~hp didn't sometimes fail on Squigly (sometimes, she'll fall in such a way that the HP won't hit her).
Nah I gotcha, but does that happen at some distance where LMH won't work? Cuz again, I don't want to make M take L's place.It would be nice if it could at least be good enough that s.hpx2xx623mp~hp didn't sometimes fail on Squigly (sometimes, she'll fall in such a way that the HP won't hit her).
EDIT: Wow, that wasn't clear at all. I mean, the 623mp will hit, but then Squigly will sometimes magically fall in just a way that the hp follow-up whiffs entirely.
I'd have to go test more to tell you for certain (I'll fire up training mode shortly, but I've got Cruciamentum's "Engulfed in Desolation" blasting over my speakers right now and don't want to interrupt it), but I seem to recall there being a spot sort of "between" M and H for Squigly (far in M's range; M will hit here, H will whiff) where MH won't work, because Squigly will fall weirdly.
Well if LMH is always possible then that also works on every other character, no? Just to ask.Even if it is "always possible" with LMH, though, 5hpx2xx623mp~hp works 100% on every other character in the game (well, of course, unless you're far enough that you just need to go straight 623hp); having this one exception would be annoying anyways. I understand wanting them different for neutral, but is it really that important that they're all useful in combos?
That's not what I meant. It would not grab them, but if an assist is down on the floor it won't hit them at ALL. It's kinda weird for doublesnaps, though I guess that only matters to me right now because you all don't have his snapback yet. :^)
Oh, Tackle indeed isn't supposed to give the extra meter on each hit. Thanks!
eh... i don't really use c.MK to otg assists, only on the point character that i'm smacking so i can go into the BullDog finisher. so i don't think it should otg assists.
Now onto a Beo question: Why does Beo's wulf cannon give out so much meter? in a small BnB (without the Headbutts in grabmode) he can gain about .8 ish of a bar. it's kinda good. Also if you block one of the wulf cannons you can cancel it into it's downward direction so that it can be safe up to +7 frames sometimes. will this be changed so that it will be less positive on block or is it kinda all ready set in stone?
LMH doesn't work at a lot of ranges, which is why I don't know whether it works or not on most characters.Well if LMH is always possible then that also works on every other character, no? Just to ask.
And it doesn't bother me to fix this exception (but I need a reliable test case to fix it!), it's that if I make M-H work *better* then L becomes not as useful as M at neutral either because M-H will also work. See? I mean maybe the solution there is that M/H become not invincible but that also kinda sucks
First time hearing about this, will test it when I get home.Other Eliza players -- @guitalex2007 @alexpi @Dawn111 @Emuchu @fenster -- do any of you know how to reproduce this consistently?
One vote for no, please.
No, don't fix it? Are you sure you're understanding the question?
Well, it's a hit grab. It's OTG specific, but still. it should work the same way all hitgrabs work. Unless we're gonna make it so all hitgrabs can be used for double snaps. Eh, either way I don't care. We can just not use that normal during Double snaps, so I don't feel like it's really important that it changes.
That's probably cuz Beowulf doesn't have a snapback yet. ;^)
Spent several minutes in training mode, wasn't able to reproduce the Squigly issue, stopped recording... then got it in a game, where Squigly was exactly dead on the center of the MP hieroglyph-man, pretty sure LP would have whiffed. I think it might have something to do with height after the c.mk trip, actually (from my training mode experiments, it's DEFINITELY not just raw range; doing 2mk -> 5hpx2xx623mp~hp worked at every range I tried it on the ground, from point blank to the very edge of 2mk), but I can't figure out how to reproduce it consistently. Other Eliza players -- @guitalex2007 @alexpi @Dawn111 @Emuchu @fenster -- do any of you know how to reproduce this consistently?
You do know that if someone techs a sweep, they lose quite a bit of undizzy, so in effect they can choose either to risk the tech or take a hard knockdown. Either option is in your favor, so changing it seems unnecessary?
.......midscreen. Man stop acting like sweeps' only use is beating armor, which is already a great aspect of the move type. But im out of my right mind. (also in corner if you use sweep in a combo that used otg, the them getting knockdown and "having" to tech puts you at advantage with the opponent with less undizzy)
Which makes wakeup throw better.