Excuse me? Is this supposed to be some sort of vague threat? It comes off like your justification for us appreciating a nerf is that you didn't nerf it harder.
It's explaining my thought process. It's not a threat, because you-the-players don't have any
choice - in the end it's my decision. Don't forget that. SG's more collaborative than other games, but in the end nobody is making decisions but me.
If people would rather I not explain my reasoning then I can stop, but I thought that was what was preferred.
Though if you in particular
don't appreciate that something that was nerfed wasn't nerfed without a reason, you might want to re-examine your approach.
@Mike_Z
This unblockable change removes M Chair from the game. Roll it back.
Hyperbole is extremely not appreciated in a thread dedicated to actually improving the game. That IS a threat. >:^}
Squigly's level 3 is just a 3 meter Catellites that can be used as a DP as well
I hope you are aware that this sentiment expresses the opposite of what you intended it to. :^P
Can we pin off Moonsault if we have three levels of hype?
Like...from the slam itself? He's not throwing you, so that's actually a gigantic pain in the butt to implement, otherwise I already would have.
the thing im most curious about is why this change is necessary when absolute guard lets you do a similar thing if you can block the first hit. switching in 2f i absolutely understand since that's extremely difficult to execute even with absolute guard, but is there a reason to extend it beyond the reasonable window it would take a human to input that?
Nope!
Reason for the new thing existing at all:
Mids in between two high/low hits disable the original unblockable protection. Peacock by herself in Retail has a possible setup that is humanly unblockable off a throw. Fukua with held shadows and an assist now has several (either a high/low shadow and a mid assist, or a mid shadow and a high/low assist) off
any reset she chooses if she didn't call an assist in the previous combo. And it turns out most characters have some method of doing this with the correct assists into a reset (for example, L George and anything low/high). The new method
is necessary, and extending the window to 9f is probably warranted.
Reason for it being 18f and extended by hitstop from other hits in the first test:
Mostly because I wanted to get the build out, but also because I wanted to make it apparent enough to be sure it worked. And hey, if it somehow DIDN'T suck, great. (It did, though.) The next version will be vastly improved, but I have proof the tech does what it's supposed to. :^P
Like your quote says, the change was meant to deal with setups that are humanly unblockable. These are similarly unblockable in that unless you know that the setup is coming and know the timing for when to change your block direction, you are going to get hit.
They are not the same thing, not even remotely. These are
tricky and unexpected, sure, but not
humanly unblockable. These are tricky because you expect to continue blocking, but if you know about these, you CAN block them. If you know about Peacock's setup, you are
still getting hit by it unless you switch your block direction inside a specific 2f window. Eddie's "unblockables" in Guilty Gear are possible to block if you switch in that same window, and they're referred to as unblockables.
These do not require you to change your blocking direction within 2f of each other. Squigly's j.MK is 19f between the hits, and Double's requires you to go through c.HP hitstop while in a block frame no matter what even if you land on the very next frame. In fact, in both cases, the elapsed time is longer than the original high-low unblockable protection SG has...whereas the things I'm attempting to fix are much quicker than that.