MegamanDS
You know who
and make her taunt faster. Slowest taunt in the game, I feel like I can never pull it off without getting hit. At least make s. hk taunt cancelable so I have 1 safe taunt option
M is throw invincible, L is "upper body invincible" in the sense that it doesn't have a hurtbox in that area. I will still get hit my just about every standing attack.
I actually use the taunt missles so I don't think it's fine and on top of that, Mike said it is the longest taunt in the game.
I use them too, and the taunt is substantially longer than every other one in the game, but Mike already said no. He also shortened it by a few frames the day after he said no, so somehow I really doubt he's going give any more.
MMDS and Dime agree...how could I possibly say anything other than No? :^)
I haven't claimed anything about her zoning because I assumed this, but I'm curious, could you do one of your Salty! demonstrations and show us a pattern that she can do by herself?
MMDS and Dime agree...how could I possibly say anything other than No? :^)
She's not getting 3 hits of armor, or pretty much any other buff except for quality-of-life fixes. You can always block, or not let them get that close in the first place. Nobody else has beams or mines.
I'm pretty much gonna ignore any "her zoning is not up to snuff" because nobody's had any time to figure out really decent patterns/tactics yet, but I assure you they exist. ESPECIALLY with assists.
I severely resent having to think for the community, so this time.....nope.
MikeZ talked about Robo's potential tactics a couple Salties back. I thought it was really interesting. Though I probably would've understood more if I'd ever played Guilty Gear.
From what he said, though, it makes sense Skullgirls-predominant players haven't quite gotten the hang of her yet. (On the one hand, I have a lot of fun tormenting the AI with jMP spinning pressure stuff... on the other, I haven't figured out good ways to use the Danger moves yet... or her robot heads...)
If I were to fix that it would be "make H Danger not combo off s.HP at all" so I doubt you want it addressed. ;^)
You've demonstrated far dumber things many times, multiple times even. It would be nice to have some direction since we're apparently all failing to find this.
Isn't H Danger only meant to chain off the mid hits anyway?
c.MK->c.HK is plus frames, anywhere, on everyone.On that note, I always feel like I'm taking a huge risk trying to summon a head with RF. Combo'ing into c.HK in the corner is pretty reliable but leaves certain characters able to escape the corner easily, s.HK if you're not too close to the corner, or if you have an assist to lock down the opponent that's another method, but that's all.
Zone like Testament, not like Cable. There's your direction.
I see. At least if you have an assist to cover you that's an option, otherwise the opponent just gets free pressure. But I see, thanks!
You are +9.
Ah my bad. Yeah you're right. I was testing that in a way that made no sense.
I actually assumed that the moment she got mines, I was actually hoping she'd get something like webs which would make that picture far easier for me to piece out, yes I know she has Kamikaze but that is a projectile and I never played Marvel 2, always a GG guy.
think of them as Testament trees?
I do? That was my point.
Only one person claimed to play Testament. I certainly didn't, I'm Johnny and I-No. I'm not sure what an equivalent of curse would be here though, missiles to protect further set up or help with pressure?
Exe beast is busted and didn't have a lot to do with his zoning. :^P