Let's prevent some devolving:
- Again, I don't have a problem with 1-reset kills in 3v3 from 0 Undizzy. My problem is with what's possible at 240 Undizzy.
- I agree the response to the 3v3 stuff has been largely lazy. You CAN block it, ya know.
-Your character that facilitates this strategy could have been snapped in and murdered.
This, too.
However, arguing that there are ways to prevent the tech by playing well is not the same as the tech being impossible.
Yep, you can certainly choose Not Those Teams and Not Those Assists. This doesn't somehow magically make Those Teams and Those Assists unable to do the thing, though. The other major bit is that it isn't just Those Teams, it's
most teams in 3v3. (The exact same setup is possible with Val/Axe, and does more damage, just the Horus assist call was easier to place. All she needed was something to allow a poison load and not OTG, I literally just picked random assists.)
outside of a few characters, damage at max undizzy isn't obscene
At 1.0, with zero optimization, 1 bar, and no other resources:
Robo gets 4.3 (c.LK s.MP s.MK s.HK Cannon, and yes that's more than all the multihit junk)
Parasoul gets 5.2 (c.LK c.MK HPHP LShot s.MP HPHP Pillar bikes F+HP)
Fortune gets 5.2 (c.LK c.MK s.HP LRekka-Slide c.MK s.HP HRekka x3 CSF)
Eliza gets 5.2 (c.LK c.MP c.HP Dive c.HK DPLM LoS)
Fukua gets 5.2 (c.LK s.MK s.HK MShadow [LShadow] s.MK c.HP ]shadow[ HDrill superdrill)
Filia gets 5.3 (c.LK s.MK s.HP j.HK ad j.LK HP HK Hball Fenrir)
Painwheel gets 5.5 (c.LK c.MK c.HP fly whiff DF+button c.MK c.HP LBuer Crawl)
Val gets 5.5 (c.LK s.MK c.HP /\ j.HP HBypass dash HP MBypass, ground Flatline)
Squigly gets 5.5 (c.LK c.MK HPHP stance c.MK HPHP Chord Daisy c.HK)
Cerebella gets 5.8 (c.LK c.MP s.HP Kanchou s.MK s.HK Copter Dynamo)
Peacock gets 6.0 (c.LK c.MP c.MK s.HP LBang c.MK c.HP s.HK HBang x3 Argus)
Band gets 6.5 (c.LK c.MK c.HP EBrake c.MK s.HK HTrain SSJ)
I skipped some chars it's late.
In 3v3 that 5.2k is 6.7k, and 5.5 is over 7k. Pretty much everyone except Robo can do 15.5 in 2 combos, because these numbers are without assists etc.
As for scaling damage down as Undizzy goes up above 240, that doesn't actually solve the initial problem. :^P
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@Tomo009 Peacock could do a lot after 240, but it would cost multiple bars, which I'm fine with. You had to get those resources.
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@alexpi It's actually easier to test the game-wide things, believe it or not. MUCH easier. Fixing A-Train will be really difficult. :^S
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@Aden Lowering the Undizzy limit by any amount makes Big Band BETTER. It lowers the damage other characters are capable of, but he can do 7.5 with 80 undizzy. So yeah, not happening.
I feel like the whole "grabs don't scale until after the grab" that makes beos grab useful wouldn't matter anymore if all non super hits were max scaled at max undizzy
Luckily, it is possible to reset before you reach max Undizzy. :^P