Tank
I argue till I'm wrong or right
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The best example I have of getting caught jumping and doing something was using Sekhmet's j.hp. The video I looked at shows her being above the entire trunk of the octopus but still vertically within a box from Fukua. If you would like the footage please let me know and I'll cut it together for you.http://i.imgur.com/TDxw3r7.png how high up in the air were you?
I know that. The issue is that it's using the same artwork as a throw. Since the hitbox extends up to Fukua's chest it's visually deceiving about whether or not you'll actually get hit while airborne. A character can be above the octopus but still have a limb fall into the hitbox which happened to me several times, iirc.
This could be fixable by having bike hitboxes be turned into projectiles since the head is projectile immune while Fortune is in hitstun.
2 things though in my defense...Edit: I would also like to add how I am not fond of how Parasoul can use M egret against Peacock at any range (except close up obviously) and avoid any and all projectiles without any chance of Peacock able to capitalize on over use of it. There's pretty much no reason Parasoul shouldn't be using this every chance she has unless she wants to use bike. Bike egret into shot was already one way to check Peacock, as supering in reaction got me grabbed. Does she really need this? I know it helps her against robo too but my goodness, doing Peacock's job of keepaway and using bar for chip against some characters is getting a lot harder.
Maybe make it so that peacock with 3 bombs has more recovery than throwing 2 bombs, or make her recover faster if she only throws one bomb, which can make it easier for fighting big band/beo in most cases.
In all good sense, implementing this in beta could be a good test to see how this would work out
While we did just play, this wasn't just pertaining to only you but just the people I've played in the past few days. It seems I've been playing a lot of Parasouls and Robos lately =p. Also technically speaking you did punish me once if I recall. I tried going for item drop- argus chip right as you called body guard and it let you get a shot in, though you may have gotten hit by the item, that only gives you more time to get in. Or maybe that was another Parasoul, I have bad memory. Also calling guard nullifies my item drop at certain ranges, getting rid of Peacock's best anti-Parasoul move and letting you dash and jump through just two bombs which isn't that hard. It used to be risky because I could Argus, but now I can't.2 things though in my defense...
1. Even when I successfully brought out my blocker, I couldn't punish you or anything. It just gives me breathing room to think of what to do in the next few milliseconds. Do I jump in? Do I wait for you to throw more bullets? Do I just sit there? And the cool down for him is longer than your cool down to shoot me more.
2. I can't spam the blocker because there were times you punished with teleport predicting that I am gonna throw my gas masked hero out there. Yes it's more effective than before, but did it really stop you from still locking her out? That match-up is still in your favor.
So, I tried comparing a HCH H Gato loop to the normal HCH combo that I do with the H Gato loop starter (j.HP, j.HK, H Gato) and the H Gato loop only did a bit under 300 extra damage and gained ~1/6th of a bar extra. So I'm not really sure what the big deal with it is. It does marginally more damage than a typical combo but the times you get a chance to do a gato loop are either character dependent or from certain punishes/burst baits and even then, at least for the HCH combos I tried, you only get an extra 300 damage and 1/6th of a bar while building an extra 1/6th of a bar for your opponent.To chime in on the previous "H Gato" conversation that was looked over a bit
There's more damaging versions I do but...
...you get the idea
(Last 5 characters can just be fuzzied into it, including Fortune, but just showing some "practical examples" just incase. I didn't think it was necessary to record Fukua too)
H Gato's damage/meter gain should be a bit lowered, but I don't think it's necessary to lose the combo itself.
Why? Bikes are probably one of the most lack luster supers in the game. Am I not seeing something broken about being able to reverse hit them?
Great idea but won't extra art be needed for that?
Just adjust all sprites to a 45 degree angle
I was just chiming in since people were complaining to me about it. Being able to get 11.6k sliding knockdown off of HCH and TOD if I have a little under 2 bars is something, but of course I'm all for keeping it the same.
During airdash combos, yes.
Skullgirls has absolute guard (REAL absolute guard), so this shouldn't be possible. You're fucking up your blockstrings.idk how much work this would be but one thing that really annoys me is when I'm testing if multi-move setups are safe, if I set the dummy to random block, they will sometimes block the first hit and then get hit by subsequent moves even if they make a blockstring. Would it be possible for the dummy, whatever decision it makes on block/not block when set to random block, to keep that decision until the dummy would normally be able to act again (i.e. out of hitstun/blockstun)? Not sure if there is a reason that this ISN'T the case now so if there is please let me know.
(also, while I'm asking about training mode: does the training dummy automatically absolute guard after a pushblock and if not could that be a setting added as well?)
you'd be surprised
Nope.Could BB jMK1 pull opponents in the air down a teeensy eensy bit to help with jMP jMK1 sLP from either cHP or sMK2? @Mike_Z
Nothing even CHANGED for that to happen, that's been true since Band existed? :^P You complaining from Fortune's SiDE?
Real Game M Shadow would have hit you in the same situation, for more damage and no startup scaling, and the shadow itself would be unable to be hit by you. And it was WAY taller!A scenario I encountered with Datagram was:
Block string with some Point -> PBGC the Point -> Try to do something grounded-> Get M Shadowed
Lowering the vertical range on M Shadow would allow punishing the opponent's Point while evading the M Shadow by jumping over it. Otherwise, there's not much you can do except block; trying to jump over it in it's current state and trying to do something can consistently get you killed. Once again, the artwork does not suggest it will hit airborne characters.
He means before Fortune is in hitstun.
AHAHAHAhahahahahahAHAHAHAHAHAHAHahahahaha! HAHAHAHAhahhahahahahahahahaaaaaaahahahaha.
The more you talk the more I wish you would just stick to painting. :^P
It's on the list.
Oh, good point, Random should just be the first hit, yeah. I'll see if that's possible.
Random chooses per hit, so if it chooses high and you do a low it won't block even in the middle of a blockstring.
I didn't know that worked, send me a replay that works in Retail and I'll see what I can do. It's only 4f longer.