Well, you can still get it to whiff by adding a couple extra attacks in front of it in most situations since HP, L Fiber whiffs vs most of the cast unless it is at point blank or close to point blank.
Well, you can still get it to whiff by adding a couple extra attacks in front of it in most situations since HP, L Fiber whiffs vs most of the cast unless it is at point blank or close to point blank.
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Sorry, I wasn't trying to be elitist on you in any regard. Thanks Mr Peck for finding that patch note.
FWIW, this concept (double snaps) comes from other games, hence why it's intended. It is not something unique to SG, either as a feature or bug of this game turned into a feature.
I promise when I tell you something about the game, that I mean it as it is, but I'll make sure to be a bit more specific in my responses from now on if it helps.
What I proposed wouldn't effect this at all. I think you actually misunderstood what I was saying.I'm not for adding hitboxes to cMP. You say it wouldn't change it's purpose or use at all, but I use it for extremely low to the ground crossunders because of it's low profile ability. While hitboxes still let you low profile a projectile like beam, they will collide with an active opponent and prevent Bella from crossunder under depending on how they're shaped and how active they are, I'd imagine.
Of course I know that, but should that really be pretty much her only decent way of getting vials without assists?
Yeah I just meant she could get a vial OR a setup, both probably would be a bit much.
yes
Throw works.
If she is meant to have amazing neutral and everything else be not-as-great, then her getting any 2 fireballs (including same version like H>H or L>L) would help fill the gap left by the loss of old Shadow M.
I mentioned Deflect and forgot about Elbow. Sorry. The primary reason Deflect is possible from frame 1 is because before you couldn't PBGC Deflect Double spamming catheads.
You're saying Cerebella is the sole benefactor of IPS and Undizzy removing TODs? That's an odd argument. Characters with worse neutral also benefited from getting more chances to play. Solo characters in general do better, and doubles also are more choosable than they were.
Characters don't have to be "so bad that they need a new thing to survive" to get buffs/changes/experiments. Double got Beast of Ghenna despite being heavily featured in pretty much every Top 8 since Vanilla. Parasoul is getting non-QOL buffs and she's not really lacking in any major way. Ms.Fortune is getting head walk (which is super cool) because people want more of a reason to use headless (I want more of a reason to use x-move on Bella). Filia can currently dash cancel airball on block to I guess make it better on block. Peacock M Bang has full screen knockback (which, that and the teleporting while holding item and punch teleport, I don't think she needs (she needs SOMETHING, but not that)).
About Valentine's command throw, I think a buffer/larger window for scalpels after mortuary drop would be neat/make me want to use it.
Win neutral/pressure with a blockable/techable tool: spend no meter to gain resource.
Win neutral/pressure with an unblockable/untechable tool: spend a meter to gain a resource.
I am keeping in mind that it has 25 frame startup, but it is also attached to a character who doesnt need a superfast/meterless reward command throw. I think making currently available means of making it have use easier isnt a destabilizing change.
Imo
Edit: the want of easier to use tools is biased, but will try to debate points as objectively as I can
Shadow L helps as a ground poke, but Shadow M is what helped contest the air, which is where most people go to approach and Shadow L can be jumped or blocked fairly easily in neutral. At this point, it seems like the shadows are more meant to be mixup/coverage tools after already gaining advantage, not as a tool to contest neutral.
The biggest tournament in that period (Eliza patch -> Beo patch), according to our tournament results thread, was WB9 with 23 people, which had two Doubles in Top 8. From Encore onwards (Feb 11th 2014-April 17th, 2015), SCR, 49 man event, had two Doubles in Top 8, with one of them winning. NorCal had 23 entrants and 5 Doubles in Top 8. ECT with 20 entrants had 4 Doubles (2 of them in Top 4). UFGTX with 63 entrants had 5 Doubles in Top 8. EVO with 168 entrants had 9 Doubles in Top 16, 3 in Top 8, and Double was on the tournament winning team. I actually can't find a single event at any point in time with over with 16 or more entrants (or fewer, but...) without Double in Top 8/Top 4.Double got Beast of Gehenna after the Eliza patch, where most players, including top 8 capable ones dropped double (Fukua Bella/"duo meta" ring any bells?)
Just wanted to say the BoG patch was the reason people started to play double again. Even early encore, people had alot of problems with double.
I don't want that. Parasoul's appeal comes from properly placing and using tears, and having to adapt combos to certain tear formations is part of that. As she also has two grounded overheads she doesn't need to rely on throw setups when tears would complicate them.
hey @Jim Groovester mind showing me how some of this works? I need to form my opinion on the new jMK2 because I still wasn't feeling gravity and I'm all for nerfing jMK2 into the ground but I've lost some very useful extensions I'm used to from old jMK2, so if new jMK2 part 2 can do some NICE things, think you could help me catch up to speed here? ;3;
We arent asking for midscreen 1 meter conversions.EDIT: Thanks Jim! Taking a look after I post this.
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Re: Mort Drop
If we try out midscreen scalpels conversions being easier, I really want some sort of tradeoff.
Val is already insane at getting hits, keeping them, disengaging whenever she wants, and generally almost not caring about the damage she does because of her insane mixup.
She has tons of tools to open you up with and right now she's rewarded 1 meter conversions off mort drop by getting to the corner, they're highly scaled after cmd grab + scalpels, though mort drop does fair base damage. But you don't care because you're Valentine and you're going to do a disgusting reset or just add poison and assists.
Right now I get this midscreen on Val/Bella/Band with mort drop EKG Dynamo otg fHP+HBypass, its a little work, but it lets me convert off the command grab from a midscreen hit and start bella/brass antics after my next reset.
If she could convert for 1 meter then I get to choose between
A) not doing anything, letting them go fullscreen (this is useful in some matchups, bad vs say peacock even if you get right back in because you're val, but why would you put peacock fullscreen?)
B) 1 meter for scalpels, keep my point in, continue val/excella/brass antics and have bella/brass in the back for later
C) still spend 1 meter and bring bella in (recover val's health) and continue from there
I worry that having that much choice is a bit too good? But doing something like leaving them closer and with Val at more recovery might be too harsh, or a buff vs Peacock midscreen since you could mort drop whenever and convert for 1 meter or be left in an okay position for not converting since you're leaving her closer, which is bad for Peacock..
I mention those kind of nerfs to mort drop because lowering the base damage doesn't really scare me that much. It got nerfed before too when it got sped up (this was the buff in exchange) and the super cancel window on whiff got bopped (rip sick counter setups only kinda). If you took more damage away and give me 1 meter conversions, I'm still getting/keeping a hit off midscreen command grab and not really caring what damage I'm doing from it personally because I'm Valentine. If you give me that, you need to hit me somewhere else, seriously. Just don't make it the speed either. Old speed was ass.
Ok we might not get this (probably) but there's my $15.
EDIT 2: SOLD ON THAT jMK2 LOL THANK YOU
Did I misread because I thought that was exactly what someone asked for and also it was state the scalpels window sucked in a Liam post
Because I thought someone asked to make it easier
:V?
edit: Cloud I really hope you don't think I didn't know its already in the game (there's no reason to do it in it's current state and I would actually almost ask for it be removed it nothing else happens tbh might as well err on consistency and just make it not work on everyone IMO because going for it right now is pointless as far as I'm concerned with the current success rate)
The biggest tournament in that period (Eliza patch -> Beo patch), according to our tournament results thread, was WB9 with 23 people, which had two Doubles in Top 8. From Encore onwards (Feb 11th 2014-April 17th, 2015), SCR, 49 man event, had two Doubles in Top 8, with one of them winning. NorCal had 23 entrants and 5 Doubles in Top 8. ECT with 20 entrants had 4 Doubles (2 of them in Top 4). UFGTX with 63 entrants had 5 Doubles in Top 8. EVO with 168 entrants had 9 Doubles in Top 16, 3 in Top 8, and Double was on the tournament winning team. I actually can't find a single event at any point in time with over with 16 or more entrants (or fewer, but...) without Double in Top 8/Top 4.
Maybe it felt like she was harder to use, I couldn't speak on that. Even if that was the case, though, every result points to her character was thriving in a tournament setting.
If she is meant to have amazing neutral and everything else be not-as-great, then her getting any 2 fireballs (including same version like H>H or L>L) would help fill the gap left by the loss of old Shadow M.
Shadow L helps as a ground poke, but Shadow M is what helped contest the air, which is where most people go to approach and Shadow L can be jumped or blocked fairly easily in neutral. At this point, it seems like the shadows are more meant to be mixup/coverage tools after already gaining advantage, not as a tool to contest neutral.
Letting her have 2 fireballs out at once would let her keep at least a more similar level of strength of neutral game she had when she had old Shadow M, but without Shadow M's versatility in its individual usage.