Luweewu
Resident Meanie
- Joined
- Sep 2, 2013
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It's not like that. Red life decreases and health increases until there is no more red life. Just try it in training mode.
It's not like that. Red life decreases and health increases until there is no more red life. Just try it in training mode.
Oh, well that's fine then. I used to have the excuse of "Steam's not installed" as why I didn't explore these changes, but I installed yesterday.
Basically it goes from this:
Filias st.hk is throw invulnerable i believe on frame 1. So if you try to throw filia after blocking her cr.mk because you expect her to ringlet cancel, she can just cancel into st.hk to blow up your throw attempt.
I mean for the untechable or techable knockdown jHK change.
Yes but s.HP is safe on block (mostly) and s.MK is also already safe on block... so I don't see how that changes anything. Hell s.MK into Ringlet only gets you one extra frame of advantage. I have no idea why you'd want to do s.MK xx Ringlet and introduce a potential hole into your offense that wasn't there to begin with.
You are probably right, cant test.
lmao
Loving this idea for some reason.
if raw j hk becomes techable she loses normal instant overhead as wellFilia's IAD J.HK is bs and you guys know that lol. Though can't she still do iad j.lk j.hk and have the same results?
Either way, the change may or may not be necessary if raw j.hk becomes techable like parasouls j.hp.
The solo thing is pretty cool, though I don't know how I feel about a solo being able to heal while comboing me if that's the case.( I can't hop on beta to find out myself atm)
I do think solo players deserve something like this, or an alpha counter lol. But if it ends up being too good which I don't think it will but idk, maybe give me the option to use snaps against solo's to take away their red health.
this. I'm half okay with dash jump being removed (I will miss it dearly obviously) but iad jhk should still work I feel. Squigly even still gets to dodge it since only the dash jump version works on her anyways.
It's techable if the opponent is in the air.. which is rarely the case after 9HK.
Isn't this backwards? Reducing the use of early resets, while not affecting 50 hit > Reset? I'd think it would make more sense to have it the other way round?
I can't play the game atm, how well does 9PP-HK work? Not at all? Have to delay the j.HK and let the dash run for a bit? Depends on opponent?
I though sage meant like it acts like an air sweep or something even if it hit grounded. 9pp jhk diesn't work. 29pp jhk does, but is not as plus, making the followup to combo a little stricter