Even if it didn't, I'm pretty sure [Zoom > Painwheel Tag > Ground Chain] would make the combo stage travel through stage 3 and directly into 5 anyway.
Don't tempt me to run my MDE team again
It's less that than the IPS-triggered snap. I think I'll just try making that burstable.
I mean, that's a decent argument in this case. Sure, I'm fine changing that.
Doesn't matter, not happening. :^P
This isn't easily fixable, because tags HAVE to set it to Stage 5 for a variety of reasons, and it can't be just "set it on hit" because there are tag-whiff combos. Sorry.Basically what I'm trying in the potato vid is zoom to PW tag so headless to PW bonkers damage happens. As soon as I input tag IPS goes to 5, but then the zoom hit also counts as part of the level 5 chain and adds 30 undizzy, and the tag adds 20, so I end up starting that combo with 50 undizzy already spent instead of 20 as a standard level 2 starter to tag combo would.
I'm...not actually sure why that happens. Wanna give me a replay file of it happening?
Known you can do that since before the game came out, don't care, it's minus on block.
Yeah, I know.
Can you get a replay of a training mode situation? I guess I can try to have someone help me recreate it online if that can do it. (This is in reference to the Squig/Beat Extend issue.)
If you mean DoA crossup, training mode says its +7 on stand block. Is it free to chicken block or am I misunderstanding the situation?
Cool. Just checking. I dunno what people show you sometimes. I just see things.
It was negative before, I'll make it negative again.
Level 1 is 25 is it not?
0/50/100.
As noted, instant airdash backward j.LK->j.HP (land, c.MK etc) works on everyone in the corner, as does jump back LK airdash LK->HP, although in that case it's not an overhead. Cerebella has to jump backward to hit some people with j.HP, etc. It was more of an issue because several characters didn't have ANY option that worked, whereas Eliza does. I don't want to mess with crouching height any more than I have to.@Mike_Z im not sure if this is intentional or what, but on live and beta Eliza's IAD j.LK doesn't hit a Ms. Fortune, Filia, Fukua, or Squigly crouching in the corner just completely whiffs and goes over the back of their head leaving Eliza wide open looking like a fool. Please fix it if it's a bug. Been like this forever but I figured since we're updating might as well fix it now?
it have already fixed?
There wasn't one, I fixed the ground one.@Mike_Z Regarding Painwheel's air M buer change
Oh I just re-read the patch and it says you fixed the air m buer reaper to "fix a rare drop on Squigly"; I must have misread things.
You need me to tell you how to play the game before you make a suggestion? Why would you think I know what you're looking for? Just suggest whatever it is.@Mike_Z before i try asking for something that might never ever happened i need you to tell me.
When is the best time to use lk teleport. I mean jumping is better against projectiles isnt it?
I don't mind this.
I'd consider like 3-5f, but that's it.
Nope, that makes non-throw punishes kinda impossible.
What the hell, that's supposed to be universal. Wow...it really doesn't work. HOW?!
Reflex reaction was to stop reading here. Just because you're not good at using something doesn't mean it's a lost cause? And just because you don't realize how amazingly good another chance to use assists and heal red life is good doesn't mean it needs buffs?@Mike_Z Can we please get a change to some of Val's supers? Her Acquistive Prescription is a lost cause, but there is hope for her Forbidden Procedure: Rebirth Ex Machina. If she could fully revive a teammate that would fix it
Right, so. There are so many assumptions in that post about the fact that your playstyle and skill level is the only possible one that I'm not even sure where to begin.
"Supposed to" is a strong sentiment, but it is the 'correct' behavior yes in that it is how it already works. :^P
Ground scalpels up close is -31. Air scalpels up close can be as little as -6. I hope that answers your question as to why air scalpels aren't also fully invincible though startup. :^PQuestion: A lot of time when Val does her air scalpel, I get grabbed right between super flash and scalpel hits.
The scalpel still comes out but will just whiff since I'm getting grabbed.
Is that supposed to happen? It gets me extra salty to see scalpel come out and just go right through
Edit: To answer my own question, unlike ground scalpel where invul frame ends at the 1st active frame, air scalpel's invul frame ends 1 frame earlier...sad
@Mike_Z If Parasoul could get a extra frame or two of hitstun on most of her attacks that would be great or maybe I'm just bad with her xD I dunno, but I drop A LOT of her combos.