Negus Eyoel
I AM THE KING!!!!!
it's a projectile that has anti air capabilities and it knocks down, allowing you to convert off of it for free, a lot of the time without even using your otg. what other projectile in the game gives you all that?
it's a projectile that has anti air capabilities and it knocks down, allowing you to convert off of it for free, a lot of the time without even using your otg. what other projectile in the game gives you all that?
2. He was throwing plane + assist+ teleport + bomb + teleport back. This lockdown was AMAZINGLY good. It was actually fun to play against although really difficult. But it put my blocking to the test. I don't mind it but it sounds like a lot of people think its too broken. Coming from MvC2, this isn't that bad. Go play spiral with drones to see why.
Horus is unsafe and grab/any fast attackable before it even comes onto the screen. The only way to punish H luger is with some dash shenanigans assuming it whiffs otherwise it's like what -6 or something? Which isn't punishable by most of the cast w/o meter (especially with the stepback).
It's +0 on block.
I'm not even sure if @dekillsage noticed it or came up on his end but it happened A LOT.
Eliza can cancel the first few frames of sHP with Dive of horus that will make her move back a little bit which isn't really the same but yeah
Oh, apparently I'm mistaken. However that still doesn't negate the fact that you can grab her before Horus actually hits you on most blockstrings, AND unless you kara it with sHP it will either outright whiff and she won't take a "step" back. Also to go along with that those lines I'm fairly certain that H luger is like +0 as well (point blank).
Bird hits standing Filia on the 19th frame.
Most..?
Idk man I've been grabbed out of literally all of those but tbh it doesn't really matter no one wanted Double changed.Bird hits standing Filia on the 19th frame.
Luger hits on the 17th frame.
There's only a 3F difference where you can throw Eliza but you can't throw Double.
Most..?
Frame traps vs Grab:
cMK x 2 > Bird
cMK x 1 > Bird
cMP x 2 > Bird
sHK x 1 > Bird
sHK x 2 > Bird
sHP x3/2/1 > Bird
Those seem to cover the important ones because she doesn't have a reason to use Bird after a jab unless it's for mix up.
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I don't think Luger needs to be changed.
Double is fine.
Focus should be Fukua, Beowulf and Peacock because Mike and others want to do things with her.
Go into training mode and check my work vs Filia if you want.
M shadow into c.mp does not result in c.mp pushing the opponent towards Fukua. Was this intended cause I'm looking at patch notes and can't find when this change was made. It limits several reset options I have off m shadow with this change.
Also speaking of m shadow there seems to be an issue with anchor points for certain frames of animation. This was done using m shadow facing right.
I don't think Fukua should face the opposite direction on certain frames cause it leads to miss inputs on combos and reset attempts that people may have.
Here is the distance c.mp pushes after m shadow.
And just for comparison here is normal c.mp at the same range
It looks like m shadow is reversing the hit effect of c.mp. It's acting as if it's hitting in reverse. I could be wrong, but that's what it looks like.This is actually really wack, does anyone have an explanation of this? I've recorded what it looks like for anyone who doesn't understand what @joshb911 is saying. Cr.mp works normally unless it directly follows m.shadow.
OK LONG STORY SHORTThis is actually really wack, does anyone have an explanation of this? I've recorded what it looks like for anyone who doesn't understand what @joshb911 is saying. Cr.mp works normally unless it directly follows m.shadow.
I think maybe the people who wanted it to be K > P are probably M Bomber players since that's pretty much the only assist I can think of where K > P is more practical
You do know you can still do those setups. The rule for c.mp is as follows: m shadow, c.mp (c.mp pushes opponent opposite direction of which way Fukua is facing). There is a particular frame where Fukua faces the opposite direction during m shadow. If the intent is to remove that vortex setup then m shadow should not cause a side switch. Here is a video of what I'm talking about.OK LONG STORY SHORT
I have found really dumb setups almost equivalent to prepatch M shadow stuff. If I just did cr.MP after M shadow i can get an even better left right than before with this and even MORE damage at max undizzy right back into the same loop that EVERY character has to hold. Part of the old nerf of M shadow was to get rid of the annoying loop. BUt all I did was introduce a new one. Its still experimentation but no you aren't going to get the loop you desire :P
Thats an awfully weird thing actually lolYou do know you can still do those setups. The rule for c.mp is as follows: m shadow, c.mp (c.mp pushes opponent opposite direction of which way Fukua is facing). There is a particular frame where Fukua faces the opposite direction during m shadow. If the intent is to remove that vortex setup then m shadow should not cause a side switch. Here is a video of what I'm talking about.
If that stays in Fukua can still do those setups and they are jank and are inconsistent but are still there
Not sure I agree with that change in particular but a slight nerf to jhp would be good for the character. He has so many fun neutral tools that go often unused because of it.I remember when Parasoul's air to air raw j.HP wasn't combo-able and you needed j. LP > j.HP in order to combo. Beowulf chair j.HP is a little ridiculous and I think it should undergo the same changes that Parasoul's giant ranged aerial went through. Make it knock down the opponent and let them tech if done raw. Force beowulf to need j.HK instead of "why this button when I have THIS BUTTON." Make Beowulf play a little smarter. He has fun footsies if you look past the obscene range. J.MP is a good jump-back button that J.HP overshadows. Decrease how fast it takes for j.HP to hit even.
j.hp doesn't knockdown and give a full combo conversion if it hits tho. I think you can combo off lower heights and if you're close enough I think you can do the wulf cannon thing, but it isn't the same as what Parasoul's j.hp used to be. You can't combo off of jumping back j.hp vs air either without meter, I don't think.
It's 16f.
I remember when Parasoul's air to air raw j.HP wasn't combo-able and you needed j. LP > j.HP in order to combo. Beowulf chair j.HP is a little ridiculous and I think it should undergo the same changes that Parasoul's giant ranged aerial went through. Make it knock down the opponent and let them tech if done raw. Force beowulf to need j.HK instead of "why this button when I have THIS BUTTON." Make Beowulf play a little smarter. He has fun footsies if you look past the obscene range. J.MP is a good jump-back button that J.HP overshadows. Decrease how fast it takes for j.HP to hit even.
Really slow compared to his j.lp which you should be using instead when in range for a j.hk anyway (he wanted to incentivize j.hk). If you jump at people in the air at a range they can grab you or poke with a light, you shouldn't be using 16f moves.
Of course, just saying it's not that slow for a move with that kind of range.
I use all of those buttons in neutral because of the simple fact that I believed j.hp would've been a worse move in the situation. Both s.hp and cr.hp are a far better anti-air that j.hp. cr.hp has a faster start up and since you are on the ground you can cancel to something. s.hp has HUGE range, is cancelable and harder to react that jump->j.hp AND you actually can convert with it with wulf blitzer. Sweep is an amazing tool chair-on. Special cancelable if it whiffs and enemy goes over you, a VERY far range low, further than j.hp and makes for a great trap with command grab. I think you are undermining the power of Beowulf's other tools and putting j.hp too far above them.
Not sure about other Squigly's but every time I use jHP I either get command grabbed poked into stupid confirm (H luger, Car>Dynamo into corner combo). I feel like that button is way better as a combo/reset tool than a ranged neutral tool. It feels like just about every character has a noncommittal way of dealing with that button at neutral.
I've been doing those loop resets since vanilla... It's not possible to get rid of every 50/50 in the game. She's not the only character that has reset vortex city. I don't know why you guys are trying to crucify her as the end all be all of resets. Double's jumping fp vortex hasn't even been brought up.Also regarding Fukua. If the goal is to remove loops then here are other loops she can do that every character has to hold.
S.lk,c.mk,,c.hp,l shadow, c.mp
C.lk,c.mp,c.hp,h shadow,c.lk, c.mp
S.lp, s.mp, l shadow, s.lk, c.mp
So common factor in all of these is c.mp. If the intent is to remove loops then c.mp should be changed.
Isn't double the same way right now? The only way out of it was the same way out as Fukua's vortex. Isn't your beo 50/50 an extra 4-5k at full green bar right now? I'm not saying it to be argumentative, I'm just saying it to bring up the fact that it's not just Fukua who can do this type of stuff.If she has loops its w/e as long as its not as godlike as it was before. Before it was like hey you can't push a button or air super so you have to guess and you couldn't react to her moving either cuz she could jump and hit you same side so just guess. Close your eyes and guess, just close them. Believe in what's inside, you're going to block that shit.
You didn't block it and took 4k into another.