So far i like this new ips, it truncates my combos but i like it more.
I'm very surprised that you of all people like the current system, as it gimps throws quite a lot
If you do a full combo into an air reset point (in the current version, so some ~5 strings), there are basically three possible things you can do:
#1 Standard slow reset (eg a crossunder, or waiting for him to fall then a crossup, or reversal bait, or stuff)
#2 Airthrow Bait (jump j.LP and if they tried to tech, they get hit)
#3 Airthrow
#1: This gives you 2-4 chains on hit, as either they deplete a bit of undizzy and thus allow you to connect your starter+one airchain, or you get to do more stuff as you CHd them
#2: This gives you 3 chains on hit, as you CH them out of their tech and kick off 100 Undizzy
#3: This gives you 1 chain on hit, as you'll neither CH them (if you throw them, they were blocking and not doing anything) nor do they have time to deplete Undizzy
Eg after my Parasoul standard string [c.HP > j.MK j.HP xx L.Toss, j.HP > s.MP 4HK xx M.Toss > Jump j.LK j.HP],
If I go for an Airthrow, I can do [Airthrow > c.LK c.HP] and any button in the air triggers burst.
I won't say that I think this is bad for now :~ But you're the guy that always wants super strong throws,
and I just don't see those in the current version. Another change of heart, or something you didn't notice?
I'm also pretty sure Cerebella's midscreen damage will be more potent than her corner combos with this.
That's how it's been for a while...
Not sure what you mean with 'for a while', in multiple of the Beta Experiments? Because it most certainly isn't the case in the Main Build.
Also, I wouldn't be so sure about that yet. We thought for a long time that SQG Parasoul deals more damage midscreen due to Toss interactions that don't work in the corner,
But you know, you find stuff that you previously didn't think of at some point, and corner just has more things possible.
After playing a bit, 200 and stage 3 tracking undizzy seems a bit much, but im still playing the old way. Perhaps something like 250 undizzy, same ch bonus but doing the "more undizzy for using same enders" thing?
I'd rather just put 250 Undizzy (~one more chain for an Ender, which I feel would be better anyways - also fixes /part of/ the Throw problem noted above) and have CH reduction not go below 0 (so you never get longer combos than standard, should also be more fun for @
Icky this way // ).
Reasoning for the latter (Undizzy not <0):
- Most of the time when you Reset, the opponent will have accumulated Undizzy (especially now that it tracks from Stage3 on), so no change there
- Doesn't get you completely screwed from getting CHd in neutral (espec important because that again weakens neutral tools which don't lead to combos - if I time my MP.Tearshot correctly against Filia, she gets CHd out of her j.HP but I can rarely convert that into anything (= I don't have a use for the Undizzy Bonus); if I time it incorrectly, I get CHd by the j.HP which she converts easily from (= I die due to the Undizzy Bonus)
- Forces a Combo max length, and doesn't force you to learn two different combos (You'll at best always sit on 0 Undizzy, so no bonus chains compared to CH, no more effective combos due to CH, no "okay, we do movie'game' with 20 second combos after all" on CH, etc)
I don't think that Ender thing is necessary, there are no actual loops @ 250 Undizzy from Stage3 on anyways.
I guess Parasoul can do 3 Tear shot links in the corner, but that's not efficient in the first place.