uhhhhh what? We buffed every normal IMMENSELY. I don't think we nerfed any normals other than the fact we lowered hitstuns all around. What are you referring to specifically? What I was saying earlier was that the fast startup of 5A is less relevant now because everyone has normals that go exponentially further that are only 1 or 2 frames slower than 5A. This was not the case in 0.2.0.
I misread and thought "decreased startup" meant "increased startup". derp. Sorry. Even so, 5A is still your optimal starter because it does more hits.
you always have the option to use your various movement options to get closer and up your potential dmg instead of doing the move "appropriate" for your range (outside of 5A range), especially if they are blocking expecting your "appropriate" move. What do you mean specifically?
I just don't see how you think there's a decision to be made. It's not like times where, after you get the hit, you have to decide whether you want to go for knockdown or full damage. In this case, the choice is between immediate damage reward with potentially sacrificing position, or smaller damage reward for better position and potential future damage greater than the immediate reward (i.e. resets/oki). In Neutral you are spacing moves in order to get an advantage, then move in for pressure to further limit their options and try to get a hit. This is why having several neutral tools that do almost exactly the same thing is redundant and doesn't make good use of the few amount of buttons you have. If a character is able to zone, then they technically are already at advantage in neutral just by being able to zone and force the opponent to beat this check and only need to change playstyles once the check is beaten.
why would normals resetting chip danger be bad?
Because normals don't cause chip themselves, so it seems odd that they would extend chip danger duration. It was simple and easy to keep track of before: if you block 2 specials within X frames, you take 1 damage. Now, characters don't have as much luxury to find an opening to get out of pressure, a situation where they are already at high risk of getting hit, and can end up being forced to take damage just from trying to get out, where before they might have been able to get out if they were able to wait a bit longer for that opening.
I think the way chip damage was handled was fine before and didn't need to change.
Why did you change it to begin with?
if you are attempting to execute a throw now, you are not being even remotely meaty with the 5B. What do you mean exactly?
Exactly what I said. When I streamed a few days ago I was testing to see if the OS was still possible, and it is. If you time it right, 5B can meaty the opponent if they try to jump out.
we don't want anything intentionally hard to time, this is on the negative list because it's a loopable safe jump and not because it's easy to time, right?
Regardless of your efforts, there will always be things that end up being difficult to do. I'm not sure how good the loopable safe jump really is, because once you block it the first time, they can't do it again. It's only loopable on hit, in the corner, and with the knockdown. It was something fun for Tenchi to have and it kind of sucks that it was taken away prematurely, but now that it ONLY works on Naomi, it creates more character imbalance. I'd rather it just stay in and be possible on both characters. Something like Parker's roll might be able to dodge it? which I think would be fine.
It's not hard to dodge fireballs at far ranges at all and it's now even easier to punish mid-range fireballs because of the increased recovery. I don't think losing the "only one fireball on screen at a time" rule buffed Tenchi too much, it just removed a rule that makes the game feel unresponsive with specials occasionally to people less familiar with fighting games.
I'll have to test this out more to find out how much changed, but the fireball game is always a guessing game and it's not always easy to dodge them. The fact that Tenchi is no longer limited by the amount of fireballs on screen tells me that you can no longer take advantage of that limit to force him to use non-fireball moves to deal with your approach, however the increased recovery on fireball may have made up for this.
Why? Matchup memorization is reduced pretty drastically keeping these values the same, and we use other systems (knockdown) to make things unsafe on block.
Stun values are not a major factor in terms of dealing with any given matchup. Matchups are based off the tools those characters can use and how each character can use their tools to deal with another character's tools. You can make these better or worse, in some cases, by giving a move more or less blockstun or hitstun, but the stun value alone does not determine how a matchup is played.
Insisting on having stun be the same for hit and block limits your ability to balance the game. Like in the example I mentioned before in stream chat with Naomi: Maybe her Rush A move is fine being minus on block so that she can't just chip you to death with blockstun and force you to DP, but it's definitely NOT fine being minus on hit for a rushdown character like her. If hit had more hitstun, only, then it'd be a more useful combo ender that allows her to stay in.
if heavies are way more useful than lights to just throw out in most cases, why would they need to do more dmg on top of that?
There is a risk/reward mixture that you're not using for your characters' moves because of this insistence on making everything do the same damage.
Using Tenchi as an example, heavies can be given more damage with their current range, but also more recovery. Normally, you
want to use your heavies to do the most damage, but it's risky because you can get punished easier for it. Lights are faster, and safer, so it makes sense that they would give less damage.
This is all completely backwards and upside-down in Pocket Rumble because everything does the same damage and most normals seem to be safe on block anyway. You don't ever really
want to use a heavy, in Pocket Rumble, but in some cases you
need to for that given situation and would otherwise not use it.
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One other thing: For the button config, can you make it so that you can choose what button you want to be your "Confirm" and "Cancel" buttons or make them be A = confirm, B = cancel? My hitbox is reading Circle as the confirm button because PR thinks my hitbox is a super nintendo controller.