- Joined
- Sep 2, 2013
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- 14,537
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- Age
- 43
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- Los Angeles, CA
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- www.labzerogames.com
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- labzero_mike
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- MikeZWasTaken
I feel that @noaa's gameplan has revolved around that for a while, that normal is GODLIKEThis character sucks, pack it up, blaze it up, 420, swag, new your special, val+excella is the new meta, other memes etc
I hope more people look into confirming off of j.HP as it's a great poke to stop ground advanced and IMO a pretty big part of her zoning game. Most lockdown assists should be able to do this, these are just some examples.
The game is complete.
game
complete
nothing else changing
it's too bad you didn't remind me about this weeks ago, innit, maybe for lobby patch if you remind me again later... :^(
And lowering the RECOVERY on j.HP wouldn't do anything to help you comboing off it with a jump cancel. Raising the hitstun would. :^)
We had to make another patch because of things like the Art Gallery crashing on PS3. If that weren't the case, nothing would have changed. Don't be smug. :^)
Worth noting, Beat Extend after throw is character specific. I know it doesn't work on Valentine, I think there was another character it didn't work on (Peacock? I don't remember)
but but but it does
Huh. Maybe the timing is just tighter on those two. Does look like you missed it a bunch of times before getting it.
That's because I'm half asleep and generally bad at that combo.
I get it on Peacock pretty consistently. I actually rarely play against a Valentine to be sure of how hard it is on her but I know I've done it before.
I think it's a bit safer to just hit a j.mk and jump (-> whatever) then superjumping when you are close to the target (this do depands on who your target at air is). But Superjumping forward when you are medium-far away from a projectspamming target seem to be a good use of it, especially if you succesfully hit them with your j.hp or j.
I know Robo isn't meant to have a useful reversal but this was too bad for a bad reversal. You still can't use it realistically on wakeup but it works to disrespect some stuff you couldn't before.
Couldn't confirm off max range c.MK before without assist, now useful in the solo vs BB matchup.
Hopefully people will block this now :^).
Damage nerf is huge. My bnb that did 7.7k now does 6.3k. I think it's slightly too much (would like it to do about 6.5k-ish instead) but zoning characters shouldn't hit like trucks *stares at peacock* so it's ok
I never thought it was really tough to challenge before, but then again I didn't use it aggressively.
ALSO THANK YOU FOR THIS. Robo's defense was far too weak imo. It's still bad - as it should be - but it is no longer, "Just skip to the next character, she's dead," once she gets hit. (no credit for suggesting this way back? :^( )
I never considered beams a major source of damage or a major zoning tool, although the chip is actually fairly noticeable. Welcome change.
Very noticeable. This, the hitbox change and the damage change make beams actual zoning tools now.
Now it's not completely useless on point anymore! (except vs BB)
This, paired with the double jump beam change, makes j.L Beam in particular a much stronger zoning tool.
Also, beam momentum stalling was fairly useful for runaway, and now it's stronger, which is cool!
As much as this change makes me sad because OCE <3 BB and I loved to ruin anchor BB's life with RF, this needed to happen for the sake of the game imo.
It's totally ok.
Makes mine a much more useful semi-defensive tool. I'll take it!
Pretty big buff, combined with the hitstun change. It's much more necessary for the opponent to avoid missiles now, especially levels 2 and 3, making her Testament-esque playstyle more effective.
Improved hitstun also helps with confirming off it. I'll take it!
HUGE buff to this assist, paired with all the other buffs. I'm definitely going to spend time with this assist now and see if it's a good assist now. The c.HK recovery going down also helps this tons.
I didn't think this was a real issue? Thought all Dangers have vacuum on them. I'll take it.
I actually liked tech chasing off it and get mixups, but improved zoning is also a +
Irrelevant imo - most of the time you'd use it as anti air, the opponent could chicken block it and land and get a full punish so eh. I'm ok with it.
Both thee changes are massive. PBGCing through the explosion imo made it almost completely useless and made it so that I had to get a hit otherwise I'd die, which I didn't think was a really good risk-reward scenario, especially for 3 bars.
Again, now you don't completely die for using level 3 in neutral and not getting a hit.
Totally ok with this.
Another one of those, "Now you can use it and not want to kill yourself," changes. Thanks!
Completely agree with the logic here. Paired with the L and M Beam sliding knockdown, you might be able to tag off it and have an AC explosion ready to go, which is really useful.
Makes it more useful on wakeup.
This isn't Tager, Mike! :^) Useful change, especially since you'd spend 4 bars for it.
KOF13 and GGXrd made me clean up my motions (inb4 "Why you playing Xrd it sucks you're a terrible human being blablabla") so I didn't notice this.
Why do these frame traps exist? WHY
Parasoul's newest optimized stuff is hitting for 6.7K for the easy stuff and just barely breaking 7K for the hard stuff.
i just added some damage data to compare with how she was on my post regarding beams. that "should" make up for what she lost on combos right?