@everyone
Short of completely removing invincibility on the assist, removing ALL ability to combo off them, or removing ALL blockstun,
there is nothing that can be done to a DP assist to make it useless in pressure
in the corner at the very least. It'll be an invincible hitbox, which is always useful somehow.
Removing invin on the assist makes it not useful on defense.
Removing all combos off it makes getting hit by it preferable to blocking in a lot of cases. (see the current Beta)
Removing all blockstun, well, no.
Can we at least put THAT part of this to rest?
I greatly prefer trying longer lockout (edit: it's lockOUT, not lockDOWN) rather than this experiment, but I will leave this for a while because it's there.
I really dislike how this makes super-careless offense even more careless.
Beat Extend isn't touched because ?? Don't ask me why, Mike says "It's an offensive assist" ??? He uses it, so kinda bias? Dunno
Hey? I'm doing all this and reading complaints EVERYWHERE because of your suggestion and you want to say that without applying any thought first? After seeing how I work for two years?
Even if you were kidding, you're done being listened to.
No insults, you have simply used up your allotment of my goodwill.
Beat Extend isn't changed because:
- You didn't name it in your original whine.
- It already has startup vulnerability (LP/MP) or doesn't hit vs air while invin (MP/HP).
- It doesn't really lock down very much for the range it has.
- There's no easy change that doesn't render it useless as everything but a poor combo extender: removing invin makes him a giant target that never hits / reducing hold time or allowing instant techs off the drop doesn't make it enough harder to convert after / making him shake to reduce the followup dmg just makes it easier to convert after / nothing else to really do.
But stop being such a pretentious piece of shit about it as if to imply there could ever be a problem is laughable, thanks.
Having played 10 years' worth of a game where you could call a completely invincible DP assist that hit 3/4 of the screen/did not have cooldown if hit/could not be stuffed, that led to dead TEAMS or midscreen doublesnaps, while crouchblocking/upbacking/trijumping/doing a 1f cr.Short, and still be able to tech throws even if you were in the middle of an attack when you got thrown...I feel pretty comfortable in saying that there is a lot less reward for a DP assist than could otherwise be the case, and there is more to be done to get around them than people currently do.
Chicken blocking one (they don't cause preblock remember) removes the blockstun...
Not that they don't have a high reward vs the risk, they do. But the ratio they do have is not nearly as superamazingneedstobefixed as people keep insisting.
What moves did he use to achieve this?
Trijump RH, dash cr.Short?