Why does the scaling thing go back up to one hundred?
Scaling is 100 100 100 87.5 etc. It doesn't go UP to 100, but I can either tell you how much the last hit was scaled by, or how much the next hit will be scaled by.
It'll be "how much the last hit was scaled by"!
Never even noticed those. They look just like a part of the burst animation. Are they supposed to be as obvious as IPS sparks?
"I never noticed" is not the same as "it's not there". :^) Tension Pulse in GG is something like 90% of players never notice, and most people don't notice the !'s in BlazBlue for being hit overhead or low until they are pointed out. The color difference is pretty stark, too.
My post was more targeted at the lack of advanced notification that projectiles and "after 90 frames" are safe to burst.
We don't have memory to add gold colored sparks on PS3, otherwise I'd totally take your suggestion!
Sure, there will always be something that some people miss. The difference here is that I know that there's a 90f period between IPS and a safe burst, but I can't visually verify. If I want to intentionally gold burst in this way, my only choice is counting Mississippis.
Nah, just explain it as "if you do long things after they can burst it'll be safe". And then learn by feel, like 99% of all other games require you to do for everything. :^\
I'm just saying I thought it was put in there as a check for some dumb thing that a few characters had
This.
By the way... is anyone else having trouble to confirm off landmine? It seems to require a microdash or something... I'm constantly missing it. I don't want to be a whiny kid and ask for something like "make landmine if it hits bounce the enemy slightly closer" yet. I feel like I'm messing something up.
I don't mind, actually. I also think it probably should knock them around differently so you can tell when you can combo off it.
When you use Hp in a button dash or an assist call with headless Fortune could it perhaps not activate the head? I would like to play Peacock with headless Fortune but the button layout I use for Peacock gets in the way of headless.
No. I'm not gonna change something that other people might use because of your button layout; that is a problem unique to you. Instead, you change your button layout, which is not a problem for everybody. :^P
you would just have to press the Hp button alone after dashing or calling assist.
Or you can just press LP+MP. Problem solved!
Fukua - Anyone missing/whiffing j. hk? It feels like visually it's hitting the opponent but it misses. I know Mike got rid of the cross up where the back hits, but I'm missing a ton jumping and hitting from the front. It just whiffs even though it's touching them.
Send me a replay. And no, I got rid of the crossup in that it CAN'T CROSS UP. Period. If they would have to block it backward, it whiffs.
Robo - Comboing off of land mine bounce feels different now too. I don't think there was a bounce/height change though. It feels like j. mk goes through the character sometimes or standing hit whiffs the opponent.
If you trade with it, you can't combo off it. I should really just light them on fire when you can combo off it or something eh. Or just make it so you never can.
Also, speaking of Parasoul, can we make her st. fp pull down instead of up?
This...is actually a good suggestion.