Because both of you can jump, dash, or do whatever else you want.Do you recall what exactly they complained about? For the life of me I can't see any advantage in letting rushdown chars walk into my face for free.
The only complaint I can even think of would be "It doesn't really feel like killing a character if they just stand up instantly after", which could be circumvented by whatever.. plain freezing the screen for a second?
Same thing for preround movement in teams, how is that anything but a tremendous buff for characters who want to be in the opponent's face while a huge nerf for anyone with slower buttons / a different gameplan?
pros? I dunno really
MvC2, because they do the smart thing that MvC3 didn't do and DISALLOW THROWS for the first few seconds.
This sounds like something that could be good, or horribly broken, especially with a good painwheel being able to fly just into the right position for a cross up. But the whole turn off hitboxes is a neat idea.If you want to be less boned by using characters with limited movement options between rounds but they DO have movement options that require button presses, allow them to use those button press moves but make sure they don't produce hitboxes if they could, so Parasoul could Mary Poppins after a down without having the ability to hit you between rounds(because that would be dumb), or Painwheel could actually do her thing and fly between round 1 and 2. Heck, even Cerebella could fly with her held j.HP. Or Filia could user her j.HK to stay put in the air. Or val could use j.MK or j.HK or.... actually I really want this to happen.
Hitboxes are already off, witness having a LK George out.
Lots of people open with block+assist, Sent can open with armored jump or backdash, Juggernaut can open with team super, etc. Because nobody can beat Magneto's crouching Short since it's one frame, a good option is crouch block, but then he can open with jump forward + Psylocke. Cable can open with F+RH against Magneto because it goes over crouch Short.
In SG, jump startup is faster than all normals, so opening with a jump would be a decent tactic also.
I intentionally back up at the start of the round in MvC2 because it screws with screen position and some things that are common round opener followups don't work with the camera offset, like square-jump+Psylocke.
Etc.
Just remove the hitbox on the head when she spikes it in this way, and I think this could be a fun, potentially non-overpowering utility tool that gives her another way to position the head.
That.. already happens.
Almost nothing is whiff punishable on reaction
That's not how you go about whiff punishing people
Whiff punishing is predictive based on the situation and your spacing
If they guess you're going to jump forward and block and nj air grab to preempt it -- and then you nj aerial or use an aerial with a large forward hit box early in your jump you've whiff punished their air grab
My issue is the opponent recovering before hitting the ground. The only comparison I can think of in other games is you whiff a heavy attack if you preemptively air grab but the opponent isn't in range. It's not a major issue, I'm just curious as to why that was the design choice.
- Opponent whiffs preemptive jump-forward air grab.
- I react and go for the punish by attempting to hit before they land.
- They manage to block/do w.e. because they recovered in the air.
I don't think "Jumpback j.MK at midrange as an air to air option" has too much to do with "Upback". That's a very common footsie tool in eg SF, and you wouldn't really say SF play has much to do with Upbacking?
Not sure on it actually being no Limit, but I'm not getting much higher than SJ DJ, and that'd be 3/4+ screen distance horizontally (where you definitely do not trigger preblock)
I have no idea what you are talking about?