Would it be possible to separate the icons for block punishing or whiff punishing moves with counterhitting moves out of startup? I can't tell if some of my punishes are actual punishes or they're mashing right after.
Not easily because those phases aren't marked. :^S
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PLEASE STOP WITH THE IDIOTIC SUGGESTIONS thank you (
@Spencer yours isn't idiotic, we can try it but I'm not sure people will like it).
Horus divekick animation reused as a divekick that restands is sort of what I meant. For situations like max range j.hp, and j.mk. Also beowulf s.hk for upping damage at earlier undizzy levels and allowing better damage before oki, whick might give fugazi more use. If thats too good, oh well, dont put it in
With how good j.HP is I'm sorta okay with her not being able to convert super easily off max range vs high air (cuz max range vs ground/low air you can dash in LP just fine).
And you can end barrel loops, which don't use OTG, with Fugazi. Plus you can now use Monster as a setup afterward (Fugazi-step-step-Monster-oki).
What's the giant disconnect between why you think she needs buffs and I don't?
Are we going to suggest Lv1 catheads again next? :^P
Yes i understand. But filia, fortune, band, Pw, val arguably have the same deal. The only thing i can imagine is making lvl3 a command grab but why?
Filia's does 7k on counterhit and allows followups in the corner, and does more damage by itself than any combination of 3 other supers except ground Gregor, 1-hit ground Gregor, Fenrir, which is position specific.
Fortune's beats armor, hits nearly everywhere, gets your head back and allows OTGs into the corner.
PW's has armor, is unblockable for a good distance, does really good damage on counterhit, does more than 2 Threshers and a Crawl, and does extra if you have Hatred Guard damage stored.
Band's does at least 4k min scaled.
Val's is a little more useful in Beta since it won't go past the opponent, hits very high up and very far away, and does more damage than any other 3 supers she can put together except a Counter with a full combo.
Peacock's Lv3 does 6.2k, it's one of the most damaging attacks in the game. The real "problem" with Peacock's is that Argus does too much damage and allows followups that include Lv3 item drops, but heaven forbid I change THAT any more, the amount of shit from entitled players would be through the roof. In the Beta with the reduced scaled damage on Argus, Lv3 does a comparable amount to triple Argus off throw.