- Joined
- Sep 2, 2013
- Messages
- 791
- Reaction score
- 1,596
- Points
- 93
- Location
- Nashville, TN
- Website
- twitter.com
- Steam
- KhaosMuffins
- PSN
- KhaosMuffins
Let's just get this over with quickly. Made a new thread so we can have a poll. May or may not delete it after a decision is finalized since this thread won't have a purpose then.
So I know we all want the old j.HP hitstun to combo into headspike, so the question is do we want lower knockback with less damage like in the recent beta, or upwards knockback with more damage like in retail?
Retail j.HP
+ More damage
+? Combos are less awkward (?)
+ Easy to convert off of a raw hit
+? We're more familiar with it
- Upwards knockback can cause certain combos to drop in weird places on certain characters (EX: j.HP > ADC > j.HP on Squigly and Valentine)
- No universal restand combos using j.HP, so you'll be using your OTG much more often if you actually want to do a good combo (and considering the nerf to her ground super....)
Beta j.HP
+ Universal restand combos so you can save your OTG for when you want to super at the end of a combo and/or DHC for an extended combo with another character
+ More routes which mean more reset options, can still do some of the routes from retail j.HP but with different timing/normals
+ Easier/more damaging/more consistent side-switch combo for when you want to send the opponent a certain direction.
+ Some are saying it's easier to convert off a raw hit (though I still can't hit with it air-to-air, hehe)
-? Some of the combos are more awkward to do (?)
- Less damage (Though she still hits about as hard as in retail; if not for the damage nerf she'd be getting 8k+ free)
- A bit more difficult to convert off of a random hit
- Not sure if Mike Z would lessen the hitstun or use the old hitstun if this were put in
- Not sure how combo'ing into headspike would work due to the knockback
Update:
I personally like the beta j.HP more, especially now that saving the OTG for Fortune is more important and because having more combo routes is really nice. The potential loss of j.HP > headspike sucks but this is still a thing:
Also I really want to know what Elda Taluda thinks of all of this since he's the best head-on Fortune and all.
So I know we all want the old j.HP hitstun to combo into headspike, so the question is do we want lower knockback with less damage like in the recent beta, or upwards knockback with more damage like in retail?
Retail j.HP
+ More damage
+? Combos are less awkward (?)
+? We're more familiar with it
- Upwards knockback can cause certain combos to drop in weird places on certain characters (EX: j.HP > ADC > j.HP on Squigly and Valentine)
- No universal restand combos using j.HP, so you'll be using your OTG much more often if you actually want to do a good combo (and considering the nerf to her ground super....)
Beta j.HP
+ Universal restand combos so you can save your OTG for when you want to super at the end of a combo and/or DHC for an extended combo with another character
+ More routes which mean more reset options, can still do some of the routes from retail j.HP but with different timing/normals
+ Easier/more damaging/more consistent side-switch combo for when you want to send the opponent a certain direction.
+ Some are saying it's easier to convert off a raw hit (though I still can't hit with it air-to-air, hehe)
-? Some of the combos are more awkward to do (?)
- Less damage (Though she still hits about as hard as in retail; if not for the damage nerf she'd be getting 8k+ free)
- Not sure if Mike Z would lessen the hitstun or use the old hitstun if this were put in
- Not sure how combo'ing into headspike would work due to the knockback
Update:
I personally like the beta j.HP more, especially now that saving the OTG for Fortune is more important and because having more combo routes is really nice. The potential loss of j.HP > headspike sucks but this is still a thing:
Also I really want to know what Elda Taluda thinks of all of this since he's the best head-on Fortune and all.
Last edited: