@Mike_Z someone mentioned that robo is done. Just wanted to know if we were going to get to try the cat head commands to cancel into each other or not.
Yes, because H is traveling projectiles so the advantage increases as you get farther away. Everything is -4 on hit at fullscreen.
Tried it locally already. I wasn't a fan, sorry - missiles-mine-RAM was like a 7 second blockstring in the corner, and it basically didn't help zoning at all. Plus it caused a lot of problems with getting heads confused between what they were supposed to do like having mines launch missiles* that it wasn't immediately obvious how I could fix.@Mike_Z someone mentioned that robo is done. Just wanted to know if we were going to get to try the cat head commands to cancel into each other or not.
Probably not, but I did consider being able to c.HK cancel it on hit. We'll see.
Considered. Rejected.
Both s.MK and s.[MP] are +10 on hit. That's a 4f link into s.LP and a 3f link into s.LK. j.MK is also +10, but j.LP is a 3f link and j.LK is a 2f link. I can probably add a thing there.
Tried it locally already. I wasn't a fan, sorry - missiles-mine-RAM was like a 7 second blockstring in the corner, and it basically didn't help zoning at all. Plus it caused a lot of problems with getting heads confused between what they were supposed to do like having mines launch missiles* that it wasn't immediately obvious how I could fix.
Oh, crap. It's supposed to be that having a mine out limits you to 2 other heads, not that the mine goes away. Lemme see about fixing that.That reminds me of something that was bothering me. Let's say you have 3 heads, and you place one as a mine and then use up the other two. Even though there is only 1 active head on the screen, trying to summon another head via c.HK would destroy the mine you placed. Is this intentional or can we make it so it doesn't destroy that head?
I figure losing them on death makes reviving her worse, but if Robo players would rather not have that I'd actually aesthetically prefer they leave.I was wondering if there was anything cool we could do with Robo's heads when she dies instead of them just floating there. I was thinking the other heads would fly off screen on her death or they would explode. There is nothing wrong with the way they are now, its just kinda weird they float there motionless on her death.
You have asked for this for every character you play. Can you not? :^)
Hey, that ain't bad!
So, Magnetic Trap still doesn't pull in flying Painwheel. Is this known?
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It does grab Painwheel if positioned just right at the end of her flight, though, so that's nice. I think I pulled that off once or twice on the AI.
Probably something with detmode.
Here's what I found:
HK Danger and throw are really good at knocking people away and causing knockdown. If you want to protect yourself from people teching toward you at that point, plant a landmine.
s.HK is really good at knocking the opponent clear across the screen and should give you plenty of time to set up whatever head situations you need.
If your opponents put too much pressure on you, armor with s.HP and confirm into super and go from there...
I'm a huge fan of them watching the rest of the fight, I'd hate if they disappeared.
When you confirm either Dust or sweep it's a free head, just keep that in mind.
Her time out animation IS blowing to pieces that scatter about.
oh i didn't know. I haven't timed out with her yet.
It's pretty hard to time out in the game. I only found out because I had a bug where it would happen on regular KO, I really enjoyed that, honestly wish it was just her KO, but then it'd be weird for Val to work with that.
It has no head hurtbox, it isn't invincible.