Clawsome Bombs
H E I S T B O Y S before GTAV lol
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I couldn't, but now it's available to all for non hitbox execution :)
maybe this could be a thing if it only got you to level 1
cool because this would also be a thing low level/casual players could see
1/3 hype doesn't have any indicators
I was asking before if Beowulf's level 3 could do this. Looking forward to this change.As for discussions I'd LIKE to have...I want to rework Beo's hype completely so that it becomes a more key gameplay thing. I guess I'd like him to be more like HOS...?
Random ideas, none of which require new art:
- If you've used hype anywhere in a combo, as long as you started with full, on a kill you can get the pin. (gonna happen)
I personally think this might be a bit much. Maybe if he doesn't get a full level of hype from regular slams, but this would probably be a bit much if he got a full level of hype from any slam.
This could be interesting to see happen. Curious to see how much hype is needed though. Do you need to consume more hype to cancel into a super that already requires more meter?
Nononononono. If I'm reading this right, that means 7 total throws. Unless you do some serious damage nerfing then at max hype this thing could do 12K damage by itself. That's not even counting two unscaled hits before or any other boosts in damage that combo. That's a recipe for ridiculous damage. Maybe this would be acceptable if Wulfamania was a level 5 but as a level 3 I do not think it should he capable of doing this without a large damage reduction to make up for it. Anybody else?
You could also make it cost one level on activate then drain meter/hype/both as it comes back to Beowulf. Will this be an attack?
Exactly what is this supposed to do? Spend a bar, get max hype instantly? Spend a bar or two, temporarily get infinite hype like it's Hatred Install? Spend a bar, not get hit for a vulnerable taunt before super flash, suddenly your opponent has no meter? Spend several bars for temporary Hyper Armor? Spend a bar, as your opponent's super meter constantly drains you build up hype or meter yourself, maybe with some requirement that getting hit cancels it? Spend a bar, now your attacks drain your opponent's meter instead of giving it to them for a little bit? I like the idea behind a Taunt Super but to me it begs the question of what that means.
This might be required. Although, if we're doing that, could perhaps Canis Major Press could simply do more damage at max hype at the cost of consuming a level? I mean I'm sure there was a reason the referee did a small amount of damage but whenever I go for it it just kind of makes me wish Press did more damage at face and the ref was just for flavor. I dunno if this is bad idea though.
I would liken this to even whiffed attacks giving you meter when you're below 1 meter. It would be something for below one level of hype, but not above. Actually, up until the first level of hype I could see it working that hype is built up similar to meter where each attack has a set amount of hype that it builds up and that doing a three or four chains would get Beowulf to 1 level of hype.
If Beowulf had, say, a Super Taunt that caused him to gain constant hype build-up until he got hit again, then I could see getting hit suddenly stopping it as a viable option. Otherwise I don't think this is a good idea.
I think this was in the list of changes Mike Z had in mind, albeit he listed it causing damage scaling,
This. If hype should be this important a resource then I think it should be spent whenever it does anything. Even if hype would buff Beowulf's damage or reduce his chip I think it should be consumed for it. Like I don't know how the hype numbers work but if it does reduce chip damage, it should cost a percentage of his built up hype whenever he takes chip. If it boosts the damage of a throw, it should consume a level of hype upon using a throw.
This doesn't help you react, I promise.
As Broken Loose said, this is intentional. The only choices to avoid the "crouch-tech" option select (OS) are:
The character who bursted, or the character who got hit by the burst?
I would personally like to see another method of hype generation and this sounds wonderful. I imagine the values must be something like 1/3 for regular slam and 2/3 or 1 for on chair. I'm thinking that in order to make hype become a more key gameplay thing, hype generation must be greater/easier to get than s.lp, taunt, s.mp and finisher on chair.
I would like to see this by about 20-30 frames. Reason being that its somewhat more threatening for Beowulf to generate hype. At the same time, more functions for hype could accomplish the same thing.
I could see a cancel using hype right after the 3rd hit that would knock the enemy up similar to chairless cr.hp.
Beowulf doesn't need an extra blitzer. Ground blitzer has just the right amount and air blitzer with a third would be quite luxurious I feel.
Instead of straight up chair recall for 1 bar and 1 hype(1 bar doesn't feel worth it). How about arm super will also send the chair flying in the same direction as the enemy hit and lands directly below where the enemy happens to wallsplat?
This could give beo cool combos.
To add to this, if you are worrying about Airwulf when you are fullscreen from him
Maybe use the confetti that tracks Beowulf on gaining a second Hype with a blinky type thing where it stays active depending on how much Hype you have
I didn't make myself clear
Wolf Blitzer most certainly is safe, Mike himself even said it was. The fact that it can crossover, hit from the same side, or allow BeoWulf to simply cancel back to the floor requires a near super human pushblock to do anything. You can't pushblock preemptively because you don't know if Wolf Blitzer will even hit in the first place.Wulf blitzer is not safe. It is easily punishable with armored moves (Sekhmet) and is not safe when he cancels the 3rd blitzer, or 2nd if he uses it in the air, onto the ground. Use your DP against his j.HP. You can also punish Airwulf on its descent. To me, it sounds like you are not playing the match-up correctly.
Peacock: I also think Peacock is mostly in an ok state. One thing that kinda stands out to me is that she hasn't gotten nerfed but characters have generally been getting better tools that hinder what she can do so it's kind of put her in a worse spot. If I were to make a suggestion or two, I'd say:
Quality of life changes to c.MP. Remove the vulnerable areas on the knives so it can maybe be used as a AA. Have it not knock air-born opponents so far away; it makes followups to it impossible at certain ranges. Improving the hitstun on it a bit so it can combo into s.HK would also be nice as long as it doesn't make it too good.
Maybe a buff to j.LP? I've noticed the hitbox is kind of deceptively small when you compare it to the actual animation
I encourage you to play around with wulf blitzer to take a look and the situations where it is safe and where it is not. The most safe it can be is -2 on block when beowulf is at the height of doing wulf blitzer from the ground. This is when beowulf ends his wulf blitzer on the second hit in the direction of 1 2 or 3. The next most safe is -6 I believe. This is when he does M air wulf blitzer low to the ground. After that is -8 in which the third hit is in the direction of 1 2 or 3. Everything else can be unsafe. Things like L wulf blitzer , 6, 4 is -24. I think this can be hit by H upper khat. This is just frame data. Seriously play around with it.Wolf Blitzer most certainly is safe, Mike himself even said it was.
I encourage you to play around with wulf blitzer to take a look and the situations where it is safe and where it is not. The most safe it can be is -2 on block when beowulf is at the height of doing wulf blitzer from the ground. This is when beowulf ends his wulf blitzer on the second hit in the direction of 1 2 or 3. The next most safe is -6 I believe. This is when he does M air wulf blitzer low to the ground. After that is -8 in which the third hit is in the direction of 1 2 or 3. Everything else can be unsafe. Things like L wulf blitzer , 6, 4 is -24. I think this can be hit by H upper khat. This is just frame data. Seriously play around with it.
chickenblock
Wolf Blitzer most certainly is safe, Mike himself even said it was. The fact that it can crossover, hit from the same side, or allow BeoWulf to simply cancel back to the floor requires a near super human pushblock to do anything. You can't pushblock preemptively because you don't know if Wolf Blitzer will even hit in the first place.
With a dash-jump, BeoWulf's j.hp can reliably hit Eliza from five blocks away. Hitting that with Sekhmet or a DP would also require a super human read because I'm already worried about getting hit by his command grab, or BeoWulf could just do nothing and punish me for attempting a hard read with either Sekhmet or a DP. If Sekhmet or the DP whiffs because you did either preemptively, Eliza dies big time.
How do you punish AirWulf on it's descent? BeoWulf can simply cancel into anything on the way down, at the apex of his jump to be precise. His feet do not need to hit the floor before control is returned to him.
You put yourself directly in front of the opponent at a slight disadvantage. Most opponents I have faced jab me after.
Beowulf cant be punished on the way down AirWulfing because you can punish him on the way up if you can react to it. Wulf Blitzer is safe but negative meaning anything beowulf does afterwards will not beat your quickest move. Eliza jab will always be faster than whatever beo can do after blitzering. If he decides to runaway with his last blitzer you can chase him down and he will still be minus or in some cases counter-hit. Chicken Blocking his J.Hp will also let you easily punish it if he is not spacing them right. This is all just matchup stuff anyways and shouldnt really be talked about in the beta thread anyways.
If you wulf blitzer as a mixup tool/pushblock bait (which it is very good at), then the risk reward here is in beos favor . Not being punishable, and not minus enough to be meatied low is really good. He doesnt get away for free because that would be really dumb, but he is still safe (to a punish) and must think about what to do after.
beo can super you, and his reward off grendel super is very great, enough to make people hesitate to even push a button against him. Being minus but not punishable is super good, especially if you have a safe super dhc to allow you to disrespect things.
If you wulf blitzer as a mixup tool/pushblock bait (which it is very good at), then the risk reward here is in beos favor . Not being punishable, and not minus enough to be meatied low is really good. He doesnt get away for free because that would be really dumb, but he is still safe (to a punish) and must think about what to do after.
Edit: My comment was referring to in any event where your opponent blocked blitzer, why not do the safe version, it is up to your inputs