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- Sep 2, 2013
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- labzero_mike
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- MikeZWasTaken
About hitting shadows - they're not for putting out and waiting, they're for backing up your pressure. Look up the non-SGC meaning of "setplay".
@MegamanDS
"I played her as rushdown / the damage nerf hurts my gameplay"
Is it okay if I respond to that entire Robo part with "Exactly!" ?
...this IS sort of why I don't want to remove DJ cancels on block, though. I would rather like, see if I could make DJ normals not overhead or some junk first.
About Fukua's BFFs, here's the thing though: It's two hits, which means DHCing into it gives you an 80% combo afterward.
AND it gives crumple knockdown which means no tech is possible even if you already OTG'd.
Let's examine the supers that give untechable knockdown:
Sniper Shot, only able to combo after it vs ground, can DHC into it, 1750 damage.
Nekhbet Breaker, not able to combo after it, not able to DHC into it.
Fortune's CSF, not able to combo after it (one hit, that's it).
Robo's Magnet, not able to combo after it without specific setups and resource expenditure.
Daisy Pusher, only able to combo INTO it one way, not able to DHC into it (except by doing a stagger and then whiffing the super, for completeness).
then there's
BFFs, able to combo into it from far away, able to DHC into it from far away, able to combo after it, doesn't matter air vs ground hits, actually safe from a lot of distances, 2500 damage. And you can still leave them on the floor for untechable knockdown setups.
Now if I could make BFFs 1500 damage, I'd agree with not scaling the followups as much. I'd prefer making you unable to combo off it entirely, though...
If she keeps those then she has corner resets where she can just jump toward you with a held shadow and you have to guess.
@MegamanDS
"I played her as rushdown / the damage nerf hurts my gameplay"
Is it okay if I respond to that entire Robo part with "Exactly!" ?
...this IS sort of why I don't want to remove DJ cancels on block, though. I would rather like, see if I could make DJ normals not overhead or some junk first.
About Fukua's BFFs, here's the thing though: It's two hits, which means DHCing into it gives you an 80% combo afterward.
AND it gives crumple knockdown which means no tech is possible even if you already OTG'd.
Let's examine the supers that give untechable knockdown:
Sniper Shot, only able to combo after it vs ground, can DHC into it, 1750 damage.
Nekhbet Breaker, not able to combo after it, not able to DHC into it.
Fortune's CSF, not able to combo after it (one hit, that's it).
Robo's Magnet, not able to combo after it without specific setups and resource expenditure.
Daisy Pusher, only able to combo INTO it one way, not able to DHC into it (except by doing a stagger and then whiffing the super, for completeness).
then there's
BFFs, able to combo into it from far away, able to DHC into it from far away, able to combo after it, doesn't matter air vs ground hits, actually safe from a lot of distances, 2500 damage. And you can still leave them on the floor for untechable knockdown setups.
Now if I could make BFFs 1500 damage, I'd agree with not scaling the followups as much. I'd prefer making you unable to combo off it entirely, though...