Clawsome Bombs
H E I S T B O Y S before GTAV lol
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Because hsien-ko is op just like bella.
Yeah, ever since they gave her all those command grabs with those giant metal claws and that super grab Ultimate ZombieStopper
Fight better people I guess?
Fortune has no weaknesses
In sg there are a lot more things to be thought about rather than just slow or fast good or bad, high damage or low. There isn't really any slow characters in the game...well not traditionally slow anyways.
Fast characters has even better reversal options than slow ones. Fillia easily has the best reversal with updo/super that can be continued into a full combo. Fortune's super scratch also has huge amount of invincibility time. Also she has head roll and nomnomnom cat head. Their options can all be easily confirmed into combo, doesn't require a meter, safe on block, and is mashable.In sg there are a lot more things to be thought about rather than just slow or fast good or bad, high damage or low. There isn't really any slow characters in the game...well not traditionally slow anyways.
And also most of the characters that are "slow" such as Bella and pw and double and parasoul have great invincible or armored moves to make up for their slowness. Painwheel is different in that she has flight to speed her up rather than great reversals.
All in all it pretty much balances out as far as that goes.
The real things that cause imbalances in sg are more of comparing things such as run speed and dash speed, air normal priority, safe on block super, great assist and overall movement options and the speed of them. (Bella has run/dash jump/double jump so she's no slouch in the movement department)
Most other things have a tendency to balance each other out across all the characters.
I think "nerf Peacock" is ranked a little higher.
Fast characters has even better reversal options than slow ones. Fillia easily has the best reversal with updo/super that can be continued into a full combo. Fortune's super scratch also has huge amount of invincibility time. Also she has head roll and nomnomnom cat head. Their options can all be easily confirmed into combo, doesn't require a meter, safe on block, and is mashable.
Bella's super is great for reversal but cannot lead to much more damage. Battle Butt requires charge, can't hit cross overs, can be beaten out of, and cannot confirm into more damage afterward. Both are punishable on block. Parasoul's reversal is nowhere near as good because pillar needs to be held down for 2 seconds, which makes it situational and cannot be mashed.
And let's not compare Bella's mobility with Fillia or Fortune, or compare how many spammable safe on block moves each of them has.
For Parasoul it's mostly the better air normal that makes up for it, between j.lp, j.lk, and j.hp she can shut down a lot of people's air game. I am not too sure about Bella, you can either play her as a high risk high reward character, or you can zone with her. So it depends.
Headroll is invinc and +2 on block
This is just complete bork. All DPs ever suck now? And what do you need "Range" for (aside from the point that the range is not bad at all)? You know, if you reversal.. that generally implies that the opponent is pretty close. We're not talking about AAing here (and you always got the option to just mash Greggor - which is a QCB AND AirOk).Filias reversal is pretty sub par on point actually. It has little range, and requires a forward input during which she can easily get hit since she generally has to do it when the opponent is VERY upclose. But yes she at least has the option even if no good filia really uses it on defense (though many use it on offense as a frame trap... But that's meh)
It also doesn't confirm into a combo, is hilariously easy to make whiff as it doesn't cover the area above her at all AND IT NEEDS CHARGE!!! Have you ever actually tried using this thing?
Charge time in SG is 35f iirc (little over half a second)
Still, whenever I use parasoul there are a lot of times when I simply cannot charge, and I can never be sure if it's fully charged or would a s.hk come out and I eat a full combo. I know it's not actually 2 seconds but even 35f is a really long time in this game. Plus pushblock is 25f so you can't pushblock cancel pillar unless you been holding down for 10 additional frames.
Still, whenever I use parasoul there are a lot of times when I simply cannot charge, and I can never be sure if it's fully charged or would a s.hk come out and I eat a full combo. I know it's not actually 2 seconds but even 35f is a really long time in this game. Plus pushblock is 25f so you can't pushblock cancel pillar unless you been holding down for 10 additional frames.
Also trying to charge for pillar makes me a sitting duck against throws, since a lot of focus goes into when I can actually use it.
I wish pillar is DP motion. Then I can push block cancel and f.HP bait all day long.
I don't think headroll is grab invincible. And I think you can block fiber and then call assist for the punish, can't you?Headroll is invinc and +2 on block
Fiber is -14? now but has so much pushback that if the opponent blocks it in the air, it's often not possible for him to punish it at all or without going great lengths (eg Parasoul can at some distances do some ..rather tight.. land-dash-s.LP punish, but that ain't too reliable)
It's not a complain, it was just a response to Dime X who feels that updo isn't as good as pillar. Or how charge motion is better than DP motion.
wells, starts off as white box, and becomes blue after the head comes off. So it's grab invincible at startup.
Headroll, updo and pillar are all throw invincible.
I've thrown Fortune out of head roll. Maybe it's not fully throw invincible?
He's right in his latest post, though. :/
Sorry, I only tested on traning mode with these moves as reversals to see if they would beat throw resets, so I didn't go very deep on it.
Ah, I see. Well, you could also delay the throw (in such a situation) and get Fortune out of it.
Concerning what?
I disagree with what he said about Fortune's supers since those are easily PBGC-able or able to be grabbed, but everything else he said is correct. Some characters can air super and hit Fortune out of a blocked Fiber Upper, but even then this is still tough to do and only Fortune can reliably punish it at max height. The opponent can also jump block + call assist (which I say is the best way to deal with Fiber Upper-happy Fortunes), but you have to guess that the DP is coming beforehand.