Rabbleflaggers
Buh
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- Jan 2, 2016
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If you look at the first hype its around 60 frames, but the rest of the hype is definitely less than 60 frames each. It takes about 150~ frames for all 3.also something i noticed, beowulf's s.lp is supposed to gain hype every 45 frames...its not though. it's 60 frames about. mistake/bug? @Mike_Z
Excluding.
so where are these extra frames coming from...?
ok so in that case, its not actually 45 frames either way...and that needs to be fixed right??It's 50F after completing and holding the start up of sLP.
So it's 57F for the first hype charge.
EDIT: That might not be totally accurate actually I'm not sure, this is hard to test :S
EDIT2: Okay so it seems that if you do a short hold but not hold enough for the hype to build, it caries that hold time into the next sLP hold.
That being said, from no previous holds hype builds on the 57th frame after pressing and holding sLP from my testing.
So that's 50F + 7F start up from sLP.
Thats actually a really good idea
What???
Yes. The example he showed during salty last night of the damage nerfs Beo is receiving.
I feel like it's worth pointing out that Beo isn't just having his combos mixed up a bit and getting a couple new grab conversions, hype gives him new tools as well. He's getting a new mobility tool in jd.HK, he no longer takes extra chip from projectiles and he can make blitzer and chairless normals safe with hype. I'm not saying that the damage nerfs are too much/little, just that you guys should probably also look at what hype gives him in neutral - whether he should perhaps get more or less - instead of focusing purely on his combo damage (I will also say that I think retail Beo does too much damage meterless and at max undizzy so I don't think he is necessarily a good yardstick for the new Beo's damage).Yeah honestly the damage nerfs seem extremely harsh all things considered since he didn't even get 8K for 3 hype + assist in the example combo, where he get 8k and hard knock down off retail assists with no hype mechanics.
I'll have to try them myself obviously but being less able to set up your own hype building and also doing less damage with the new mechanics at max resource than he did resource-less in retail just seems like a nerf to him overall, because it means the only thing he is gaining from this compared to retail is the ability to convert a couple of specific grab situations without an assist call while losing a lot of his set ups from hard knock down without having a resource you are mainly supposed to build in neutral or in a combo with no EX which I can only assume is going to be mediocre at best.
A more than 20% loss of damage on an optimal combo scares me for how much he loses on a sub optimal combo start which is what he seems mainly aimed at converting off now.
For most members of the cast, you normally have to either prioritise building a resource or damage, complaining that you can't do both to me seems a bit much. Having to choose between building hype and spending it in a combo also means that he can't just rely on endlessly mixing you up in his oki which I think is also good (be nice to have Beo be a bit less centred around oki while still specialising in it IMO).
The Beo taking no extra chip thing is saddening, that matchup is already horrible for Peacock. Chalk up another thing a character gets that makes matchups bit tougher for her =p. I am curious if anyone else besides me thinks she's still in a rather poor spot right now. I'd say that in comparison to her retail version; Peacock is better overall by a bit but she still seems rather underwhelming.