Cadenza
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...Intriguing is the proper response for the bold'd statement I suppose.
...Intriguing is the proper response for the bold'd statement I suppose.
If you don't fall for a burst bait you don't die in every other scenario.
That's the point, it's supposed to be worse.
benefit of trios
I thought everything was locked out whenever any assist was touched.
Almost.
I posted my thoughts earlier, but here it is again:
Something that always bugged me was that Fortune can't hit her head out of the recovery of her head attacks (she has to wait for the move to end, and enter the cooldown before you can hit it again).
Now that sneeze goes this high, I want to hit it even more. Can we let her hit her head out of head attacks after the active frames? Or is that too good for reasons I don't know?
Edit: The height is nice, especially vs Painwheel, but because it goes so high, it also takes much longer for it to land, so it's impossible to do combo > sneeze > combo > any head move since the head is still in cooldown. Could the cooldown be reduced to compensate?
Linked here is a replay showcasing a combo that's a bit weird on Bella. Launch, j.MP > j.HK, OTG j.MKx2 > j.LK > j.MK, s.LP > [s.MK]
Completely false. Notice how I also hit Big Band after the double snap.
I gave the tutorial another try, since last I did, I was still a newbie and couldn't do the combos. It does tell you about burst bait, but doesn't make it clear what to do about bursts when you're the one being cornered. The tutorial only covers staying safe on the offensive side of things, not defensive.
It still doesn't outright explain when it's safe to burst, though. This might surprise you, but some things aren't immediately obvious to new players. I'm 140 hours in and just now figured out, "Oh, IPS isn't broken and abused. I simply didn't find any resources until now telling me it's working as intended and that I was missing a key part of the system."
Even if this is my first real investment in a fighting game, each game has its own quirks and systems to approach common problems in the genre. (And as far as I know, Skullgirls is the first one to not use heavier gravity/other means to prevent infinites.) I'm not saying the in-game tutorials absolutely must cover this detail, but dismissing it as too obvious to be worth the coverage is, quite frankly, frustrating.
The only concept of safe/unsafe bursting to be expecting people to understand is the polarity of whether it hit or didn't hit the opponent. Anything else is fuzzy because there's not really much that indicates that there's a difference and you can't expect for people to notice the color difference on the burst itself. Hell I've logged over 1000 hours and I didn't notice that detail despite knowing of the different burst types from outside reading.I've spent about 210 and I have never played a single fighting game past 20 minutes total until I ran into SG. I understood the concept of safe and unsafe bursts during my first 10 hours of the game (probably first 5, really), and this isn't meant to be an exaggeration - it really is just a simple concept to understand - nothing more, nothing less.
There's a really really huge difference between the game explicitly telling someone in-the-moment that a burst is safe and educating them about the different types of bursts and how each of them correspond to what you're being hit with. Let alone the fact that there are multiple burst types to begin with.
They can see that though. Even with no explanation that's something very obviously visible.
The game already does this. There's a blue spark that appears when someone leaves hitstun and is able to press an attack button. Teching is also explained in full during the tutorial. There's no additional need to elaborate on it in the heat of a fight.Maybe they should have me yell "You are about to get reset" on the first frame where you aren't in hitstun, because the new players just don't know that they are going to get hit by a reset. How about if you get grabbed, maybe I could say "Here is your window to tech the throw do it nowHaha too late buddy! Now your opponent has throw scaling!".
Yes, but the game doesn't make explicit mention that there's even different types of bursts to work with. That affects not only the defensive side when doing the burst, but also affects people's ability to create burst baits if they aren't exactly sure what's fine to try to bait with and what's acceptable to continue their combo with if the opponent refuses to burst early.
idk if you are referring to my post or if you are even serious? and if you are I did do a good amount research.
You're being obtuse for the sake of being obtuse. Can you name an actual downside to teaching this concept in the tutorial? It doesn't have to be super detailed, but a mention of the different burst types alone would give people something to keep their eyes open for when the time comes and acts as a solid reference to refer to if they were confused about it.
Everyone learns at a different pace, learns differently, and observes things differently. This is one of the first things I learned when I got back into art some years ago. Another thing I learned is that something as contrived as labeling a newbie a fool based on your personal experience never helps anyone in their journey of improving. Any valid points made (and you did make some) are lost in an argument that didn't need to happen.
I don't understand this one. When you alpha counter a burst, you get that character's assist; you don't get their tag in.
Maybe I wasn't clear... When you want to counter in during a burst, make it lp+mk instead of the current lp+lk
Any reason why? Changing inputs will be very confusing to players who aren't paying close attention to every patch note, so it's generally not something that should be done unless there's a very good reason for it.