Kit Ballard
Well-Known Member
- Joined
- Jan 20, 2014
- Messages
- 2,856
- Reaction score
- 1,360
- Points
- 113
- Age
- 41
- Location
- Murfreesboro, TN
- Website
- www.youtube.com
- Steam
- Ӄit ßallarɖ
- PSN
- K1tBallard
- XBL
- Kit Ba11ard
Weird, it's just unlisted, not private.
Weird, it's just unlisted, not private.
You can see Robo fade away as she explodes so a new unit replaces her
Mass production is half the point of robots, though.
Oho thanks.@Mike_Z Just wanted to say that currently Robo-Fortune's LK and MK Headrones do zero damage on block.
That's techable, blue bounce. Gotta make it longer. (Try s.MK->s.HK xx Magnet.)
So is it just one AI with a ton of spare bodies, or a battalion of different suicidal robots? :O
Seems like it might be a good DHC option, if used like install. She already has good super options, right now, I'm ok with something a little wackier being her lv3.Obviously need more time with it but initial impressions of detonation mode in actual use of a match are slightly underwhelming.
Most practical use I have found is to use it when someone is down to their last character and already down on some life. If you manage to get a hit and then try for a reset or something, it's risky for the opponent to try to reversal it due to the timer on the explosion backfiring on them. I even managed to use the explosion itself as a reset which was nice.
Outside of this situation, I never felt like the 3 meters spent were rewarding enough to warrant using often. With that being said, I do think if it were to be dropped down to 2 bars, it would need to be toned down somewhat.
What does everyone else think?
I see it as one AI that very much wants to die, but each time it blows up the body's hardware automatically uploads it to a new body, so it can't*.
I feel the same really. It seems kind of counter intuitive. Faster dashes seem suited to getting in, but knockdown on beams+faster head charge is obviously more catered to zoning. The quicker dash speeds are neat, but really not game changing, and the knockdown on beams is hardly noticeable. You get twelve seconds (I think?) of enhanced zoning (which literally doesn't change anything if they just block), and then put yourself in hitstun.Obviously need more time with it but initial impressions of detonation mode in actual use of a match are slightly underwhelming.
Most practical use I have found is to use it when someone is down to their last character and already down on some life. If you manage to get a hit and then try for a reset or something, it's risky for the opponent to try to reversal it due to the timer on the explosion backfiring on them. I even managed to use the explosion itself as a reset which was nice.
Outside of this situation, I never felt like the 3 meters spent were rewarding enough to warrant using often. With that being said, I do think if it were to be dropped down to 2 bars, it would need to be toned down somewhat.
What does everyone else think?
..... This gave me a video idea..@RemiKz
Note that she won't blow up while she's out, so getting her out that way gives you very good options when she comes back in if you don't call her often, and if you do call her often it gives her probably the best alpha counter in the game. :^P
Also I highly recommend looking up Dr. Stormlocke's GGAC vids if you are wondering what use detmode is at neutral, since it greatly improves your rushdown due to them not being able to combo you really.
Just went up
Not a whole lot but hey, she must have spare hearts too.
It's both, and it's staying both.
Really? Cuz we didn't do it because of the LARGE AMOUNT of work it would be. It's a ton of frames that would have to be duplicated and edited, more than sixty just for her beam super, as well as the double amount of space they'd take up.
They can block.
Multihit fullscreen projectile knockdown assist, is why not.
You're safe on block and it's a get-out-of-jail-free card, as well as a free chance to react at startup.My biggest problem was that after a while, my opponent got a feel for the moment the explosion triggered. So even if they hit me, they would cut off their combo or hit me away so the explosion wouldn't go off on them. Even if they were forced into blocking, absolute guard kind of made it hard to really get a mixup during the explosion. Would it be unreasonable to consider making the chip damage on it slightly higher? IIRC, it does about 1k chip, which is the same as her lvl 1 beam.
If you see a blue bounce, they can tech.
Yeah, I never noticed the blue bounce and I didn't realise the dummy had teching off. Woooops.