Yaya
The other player from Vancouver Island
- Joined
- Dec 12, 2013
- Messages
- 234
- Reaction score
- 453
- Points
- 63
- Age
- 28
Assist calls during stance charge is everything I ever hoped for it to be.
arent dead but they eat otg now. you have to hit the chars before they fall with beam(before you could hit them in the bounce and still convert)
hey its better than nothing. i used it just for a quick set and it already feels better than every other assist option val had.
@ um... any other Eliza players?
Sorry you wanted the OP version where every combo ends in poison. :^P THAT wasn't happening anyway.
Fixed in both places. It was WK long ago and the scripts are still called that. :^P
Throw conversions off the vast majority of assists are ded. That's the goal, here, just to be clear. :^)
Ooooh, that's that thing where it doesn't actually combo (c.MP->s.HK vs standing doesn't work) but if they land on the last frame of air hitstun it adds one frame before recovery, so it works.The anti air things should be useful but have yet to test them in a good set just yet. I do have one thing I'm curious about though, is it a bad thing if c.mp had more hitstun? I'm guessing it's based on distance to an aerial opponent, but at times it links into s.hk and other times (most of the time) it doesn't.
L Shot is plus on block. And +0 is safe, not to mention far away. But yeah, her turn ends earlier.
Didn't say +0 is unsafe though.
making this harder to do or impossible doesn't sound too bad
Even more nerfs to her rush down game.... I'm dying over here.
Do you make the Bypass hit OTG or normal? I couldn't make it hit not hit OTG, and when I got it from OTG I couldn't land run c.MP. This was against Filia. I probably suck though.
It's not unblockable, any time a command throw happens it makes the air-unblockable stuff not unblockable for like 30f. Jump later and you block allatime.
Very difficult to implement, billions of other things that need doing instead. Not happening.
::looks the other way::
That's...still exactly true? Just the list of possible assists got smaller, which I have no problem with.
Yep, it works. "The screen" limits are not the visible screen, it's the zoomed-out possible screen. I TOLD you I didn't think it would do what you thought, dude.
If you give me replays, maybe?
sorry if I'm doing something wrong here
I guess I visualized it differently? I thought I would see the shadow on the screen at all times. Umm best example I got is the sun in SMB3 that you are trying to run from that swoops down on you.
Yes, I know what you meant. Nothing else in the game uses that, though, so I don't have tech for it. And given the amount of other stuff there is to do, this is what you get, or nothin'.
AHAHAHAHAHAHAH Albus didn't do it, because he's the only projectile that does a throw. Neat. Fixing that!
I might be a terrible theory-based game designer, as every Robo player thinks right now, but when I design by feel I can do it pretty well. :^)
Up until the last active frame, that is.
okay, I tried them all and only squigly's was unblockable
normal. i've mentioned before that hitting otg with it doesnt let you confirm anymore.
Reach for the stars kid. I like it