Swiftfox-Dash
The one... the only
Wonder if it would ever be possible for that ant to do something. Though it made for a decent post match taunt, now she has an actual taunt so I see less of that little guy =p.
This also works with Daisy Pusher, although you need to be a little careful to make sure you don't push them too far back or the Daisy Pusher will whiff. I like to do s.MK > j.MP, j.HP > j.LP, j.MP > s.LP, s.MP xx L gun. That air series always puts you right next to them and the ground series doesn't cause too much pushback, so this usually works.
Well in my BNB I generally don't have enough undizzy for that link, and in my lesser BNB I still don't usually go that route as my assist link is more damaging and consistent.
Mine, the one I use all the time =p I don't feel like getting into the breakdown lol.
From today's patch notes:
Fix Peacock's backdash to not have a strange airborne portion; can now cancel to ground attacks for the entire duration; no longer randomly goes over lows and throws (yes, actually random, depended on floating point rounding). Thanks faerie for reminding me of this.
Bolding mine, this was actually really annoying and I didn't realize it was unintended, so I'm pretty hype to be able to throw the bombs so good after my backdash.
man can we remove random elements from argus already?
Depending on your distance to them, where they were in the air, and when you DHC, it might drop even if it weren't random. Now what.
That's my fault for misjudging when the DHC works and when it doesn't.
The difference being that here only one player gambles, while the other prays.And if you're arguing the possibility that Road Roller might add some depth (...) then Argus being random also does, because the Peacock player needs to decide when they want to DHC. If you DHC off the laser it'll always work but you sacrifice damage, so you can always safely do that or you can gamble for more damage and the possibility of dropping due to distance/timing.
What *IS*? There have been like 2 instances ever where you said "I don't care either way, players go decide what you want", and in the end you probably still did what you felt was better (Fukua Airthrow?)*
Maybe that would allows things which you don't want to be possible (Full Argus xx BFF? Doom winning against H.Giant Step after Argus?), causing you to write pretty things like "See, you have NO IDEA how much one little change affects the entire game, but keep writing things as if you have clue" which I don't want to put up with for now; or maybe that doesn't actually fix all the other issues I have with it (.. every other instance of the randomness doing things; like random damage on combos and the Gregor issue); or maybe I thought you liked it the way it is and wouldn't change anything about it no matter what so I was too lazy to come up with alternate solutions; etc
Not a lot. (And just because you saw several people vote for comboing after Fukua's airthrow doesn't mean that was the entirety of the response I got. The SH Fukua section isn't everyone. :^)
It was the Big Band thread, yeah. I posted that video in both threads.
Something I've been meaning to do but haven't gotten around to is figuring out exactly what the random patterns are. I can get the DHC 100% of the time if I just watch one of the "eyes" and DHC the instant I see that eye fire... but not every eye fires on every pattern >.<You have to visually confirm lasers are going to keep them in hitstun the whole time, it is difficult to do consistently, but you basically want to DHC just as Peacock fires a laser or else there might be a gap big enough for them to recover.
I labbed it quite a lot when I was playing a point Peacock team.
Lemme help ya - "random" means random.
Well that saves me some time at least, that's like a whole thing I don't have to do later.
It's a hitgrab
Well I'll have to learn how to actually play Peacock first, but after that you betcha.
It's actually impossible not to get it when you want it, since you can *always* input QCB-PP after LP+LK; it doesn't come out on Throw Whiff/Tech, so there's no loss. Just input it fast, rather than trying to confirm the throw - there is no need to.
Never. DHC-into-able maybe, but not a command grab. The point is to leave it techable, rather than giving her a command grab in addition to a range game.
Just as a factual correction, from the time the throw connects you have 27f to input the motion before it chooses to be a normal throw. If you count the startup of the throw, which is an additional 7f, you have 34f to input it. At maximum number of skipped frames that's 24f/30f of real time.As it is, the move is of no use since it's nearly impossible to execute in a fight. I can only get off about 15% of the time on training dummy when it's just standing around. I've never gotten it to work against the AI or a human opponent. Too awkward a motion and too small a window to get the motion to work. (2 frames maybe?)
Never. DHC-into-able maybe, but not a command grab. The point is to leave it techable, rather than giving her a command grab in addition to a range game.
Just as a factual correction, from the time the throw connects you have 27f to input the motion before it chooses to be a normal throw. If you count the startup of the throw, which is an additional 7f, you have 34f to input it. At maximum number of skipped frames that's 24f/30f of real time.
As Vulpes said, remember you don't have to confirm it off the throw connecting (although that is still perfectly possible), just do the motion each time you attempt a throw that you want to be a Lv3.
For comparison, you have around 15f to input an Argus after Shadow of Impending Doom if you want it to combo with the shadow held. And you have 13f to DHC to someone else out of Lenny.