Oh good I came back to Skullheart.
What I'm not thrilled about is how a successful tech chases force me to reset more.
You having to reset more after successfully tech chasing offsets the fact that they can no longer do a guaranteed reversal super (that people seem to think is complain-worthy) and instead have to go with potentially riskier options. Remember to look at it from both sides.
Which is exactly why
For the first 30 frames of an opponent-induced ground tech, supers are blockable post flash
that is never happening by itself.
The techable knockdown is cringe-worthy, though. The fact that upback beats an IAD j.HK reset is illogical in and of itself. Are we going to make this standard for every crossup?
It's not a crossup now, though, and that's not the comparison used. It's a 17f safe-on-block overhead, and that's counting the jump startup frames.
When you guess a reset wrong, you should get hit by it, not gimmick your way out of it because of a character specific mechanic you know you can exploit.
I am confused how "guessing wrong,
taking the hit, and being able to ground tech if Filia did not airdash cancel or Gregor to combo" is not "getting hit by it".
Have we somehow decided that single-hit damage is irrelevant, or that non-autopilot confirms are impossible?
Someone I talked to compared it to the exact same mechanic on Parasoul's j.HP, but frankly the comparison doesn't hold up.
Let's take a look at the air normals that knock down vs air, knockdown being a good thing since it lets you tech chase etc at the VERY least just for getting the hit:
Squigly, Peacock, Painwheel, Valentine, Double, Fukua -
none. Fukua's j.HK is not an overhead, either.
Eliza -
j.HK, 18f: knocks the opponent a full screen away, as air-to-air conversions are difficult at best and impossible at worst, cannot be used as an overhead unless IAD'd in which case you can't followup midstage, punishable if blocked. Causes red bounce.
Big Band -
j.HK, 15f: very unsafe on block, cannot cancel at all after first 2 active frames and must use a super to do so during those frames, vulnerable until landing (and after), only positional combos possible. Causes red bounce.
Fortune -
j.HK, 15f: can be airdash-cancelled to combo off it without OTG, can be IAD'd to be overhead, poor reach. Causes blue bounce when used by itself.
Parasoul -
j.HP, 14f: large disjoint hitbox, cannot be used as an overhead while rising, cannot be airdash cancelled, impossible to combo from vs air. Causes blue bounce when used by itself.
Cerebella -
j.MP, 14f: only knocks down if chained into, cannot be used as overhead while rising.
j.HP, 15f: stops all her momentum and impossible to combo off vs air unless in corner, can be used as an overhead, cannot be airdash cancelled.
j.HK, 13f: cannot be used as an overhead while rising, only comboable afterward vs air if falling, no airdash cancel possible (only cancel is Grab Bag), does not alter trajectory in any way. Causes red bounce.
and then you have
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?