I'm so sorry ;_;
Blockstun :P
What term do you prefer? It's clearly different from just Unflying, and "Timed Unfly to reduce blockstun" is kinda long. IU for "Instant Unfly" like Blazblue's "Instant Block"?
Lolz, I came straight here from the change-list and even posted it in my post. There is no mention of a low c.MK anywhere. I do not have the PC version, so no beta version for me.
For the most part, c.MK is inferior to c.LK as a poking tool at neutral. c.LK has greater reach, faster start-up and recovery, and more frame advantage on block (+5 vs -5). However, c.MK is easier to combo off of because it has quite a bit more hitstun, plus it does exactly twice as much damage so it would be better for damage scaling. Regardless, this is not the reason I feel that a low c.MK is actually a great buff. That reason would actually be the move's application in staggered pressure. As @Dime_x mentioned earlier, "it will definitely make people more conscious of just blocking high against her after the first ground attack, and pushblocking her first aerial attack to basically take most of her mixup game away in both areas." If you delay the c.LK cancel just a little, your opponent has to worry about a three-part mix-up. Your three options NOW are:As far as c.mk, does anyone have any ideas for uses? It will make her standard blockstring (c.lk > c.mk > s.hp x fly) a bit harder to block, but lk seems to still win the best PW footsy award, no? So is it just mostly a buff to the situations dime mentioned? I can't see it being thrown out at neutral.
Notice the positioning of PW's hurtboxes (especially her rotor blades) in relation to her hitboxes. c.MK seems to have the safer positioning. I'm not exactly sure how useful this info is, but maybe that could be useful for stuffing low ADs or something, idk.
bc i wanted pillar and if pw gets rolled i can still rely on the matchup. lost anyway.@konkrete
Out of curiosity, why did you run Painwheel at point vs Elda? The Parasoul v Painwheel MU seems more favorable (though you are obviously not getting the Pillar assist).
Average human reaction time for a multiple choice scenario is 23f
What term do you prefer? It's clearly different from just Unflying, and "Timed Unfly to reduce blockstun" is kinda long. IU for "Instant Unfly" like Blazblue's "Instant Block"?
Parry is something not-blocking that makes you able to retaliate against predicted opponent's attacks which you normally couldn't punish, so I felt it fit.
2[HK] isn't used to hit low.Yeah, that's true. I didn't actually forget about that, but I didn't consider it mostly because the opponent can also just react to a fully charged c.HK (or any fully charged grounded heavy). None of PW's grounded charge moves hit high (I actually really, really wish her c.HP hit high for this very reason), so you can kinda just quickly switch back to crouch-block the moment you see a Hatred charge. Ftr, fully charging c.HK requires 20 additional frames. Average human reaction time is between 1/6th and 1/5th of a second (10-12 frames).
I can generally react to Parasoul's overheads, especially the kick. Para's 4HK is a tad slower and it's generally used at specific points in the blockstring. At that point, both the low and overhead variants are, like, almost equally slow (the sweep is a little faster but I'm already crouch-blocking, so I'm really only looking for the overhead). 6LP is a bit harder because it can be used to open somebody up and start a string (and it's a tiny bit faster than 4HK), but it has, like, no range (compared to her regular moves), so if Para's literally on top of me, I'm already looking out for that move.This also is a situation in which you know a high/low is coming. I wonder what appreciable difference if any there is when you don't know it is coming like as a reset at an unconventional reset point. I'm guessing Fukua's overhead is pushing hard against the boundary of reactable/unreactable and Parasoul's command overhead/lows are completely unreactable, right?
Option Select, ie. covering at least 2 options with one input sequence