guitalex2007
Well-Known Member
Maybe you just shouldn't. :p
I've always had one complaint about Peacock. The complaint is that she can't launch after a low.
I wish c.LP was low. At least the first hit.
Maybe you just shouldn't. :p
c.MK s.HK xx Doom, Run s.LP s.MK
Same chain, I mean.
Yeah I was gonna make it so that if a little laser hits him he'll go off after Argus is done 100%. And have them push him slightly further.
Not happening, that would require gigantic changes to a lot of parts of the codebase.
(Why, then, would you not change your assist macro to MK+HP? Curious.)
Like it's time for me to ignore one of the only useful threads on Skullheart again, sadly.
But.... I wasn't complaining about her damage nerf, I was saying her damage output was still good despite the nerfs .-.@Swiftfox-Dash
10.5 is a FINE amount of damage, you can and will deal with it just great, I'm sure.
See what you all did.
@Dime_x sounds like you need to learn how to improvise
Can't speak for him about this, but if it were me, I'd do it because all other moves with follow-ups on hit work the same way.I don't really get the Beat Extend change. It's already quite punishable on block for point BB so I take it that's not the point of the change, but for Beat Extend assist, blocking it wasn't really that much of a problem. It was more how much you needed to watch out for it because if you even put your toes out then you'll get scooped.
I am 100% sure ashxu's comment refers to today's change (BE lowered blockstun) rather than the shake thing, as his entire section on "beat extend assist" wouldn't make any sense whatsoever else.Can't speak for him about this, but if it were me, I'd do it because all other moves with follow-ups on hit work the same way.
If not, maybe the fact that shaking the stick extends the super cancelable window to over two seconds so during the shake you can't really choose to punish so he gets free damage to the assist that can be followed by super and DHC for more unpreventable damage to the assist.
Ah.
America seems to think Beat Extend is much stronger than Brass
It seems like kind of a weird nerf, in particular when looking at "Changed Bomber to be more useful on point".
I kinda like "MONSTER!" because it reminds me of the announcer saying it in Vampire Savior after big combos.
The most 'logical' solution to me would be invinc on M at the cost of much higher recovery.Yeah I'm kinda sad that none of the drills are strike invincible. As an assist it was too good(imo), on point it was also pretty good because it lead to a sliding knockdown super and went really far horizontally.
I was thinking about asking if lk could be strike invincible, but that would just make her cross under 50/50 even better so idk. Maybe mk can have it, maybe none will have it. lololol
The most 'logical' solution to me would be invinc on M at the cost of much higher recovery.
Then you'd have L as a blockstring ender, M as a reversal which is worse than old H (both due to being easily punishable and going less far) and H as combo ender/premier assist choice.
But Mike already stated that he originally didn't want Drill to have any invincibility and is happy with this Beta change -
Which leaves me curious what exactly he wants the move to be for, as it's currently rather .. bad.