It's really a minor annoyance at most. the example that Sage posted is more than enough for me to say it shouldn't be changed.
I don't mind losing old Shadow M, but I do miss being able to actually zone with her, hence the suggestion.Facts. Has SO MUCH better stuff going for her. Just gotta actually think in neutral rather send out a move that is >>>>> all other moves in neutral in the game. New fukua m shadow IMO gives her so much better utility than old m shadow. Just apply it now.
EDIT: P.S. Two fireballs would actually break her
Except, she always had j.LP, 2HP, and I don't really care about holding shadows (hold shadow > dash block is not my idea of fun neutral game for Fukua), so all that change did was make me change how I have to play the character, which I don't agree with.
Still in the works. Just wait.
I don't mind losing old Shadow M, but I do miss being able to actually zone with her, hence the suggestion.
Except, she always had j.LP, 2HP, and I don't really care about holding shadows (hold shadow > dash block is not my idea of fun neutral game for Fukua), so all that change did was make me change how I have to play the character, which I don't agree with.
I would rather her not be able to charge shadows and give her 2 fireballs instead.
Did you have any specific ideas you think would be good testing other than copter into Dynamo (which I do agree would be soooo nice), or ones I mentioned that might be worth trying? As far as "things that people wouldn't notice but would feel nice", I think these fit the bill:
Peacock is the other one.
Already addressed.
Already addressed.c.mp hitting otg consistently (like described here)
Universal issue, Peacock comes out at the wrong height.
When did those happen? I don't see any beta update... are these changes live?
Wasn't asking to fix it, just noting it.
Patch notes are implemented changes. (The title is called "SG2E Current Beta Changes")Check the patch notes and you can see the buffs Cerebella already has.
Don't sweat it. You're the mod, you decide how the thread goes. If you don't think suggestions have place here you can delegate them all to a separate thread. I don't know why that wasn't done already, tbh, but I'm just a poster here so idk nothin.
This isn't my thread, it's the communities.
There has been no patch as of the last hour.
Ehhh... well... technically, as I see it, this thread was intended to be about the patch in beta, with Mike stating at first that he talked to specific people about specific things. So, talking about things not in that patch could (should?) fit into another thread. idk *shrug* just feels like keeping this for just actual changes and another for requests (that may or may not get seen) would be better.
Was mostly curious what the changes are since the latest patch. None of the new changes are denoted with that *NEW* tag that I assumed was given to new edits/edits since the most recent patch.
Every new change is denoted with the *NEW* tag...
Did you have any specific ideas you think would be good testing other than copter into Dynamo (which I do agree would be soooo nice), or ones I mentioned that might be worth trying? As far as "things that people wouldn't notice but would feel nice", I think these fit the bill:
Peacock is the other one.retract s.mk 3 frames sooner. Already pulls back hurtbox a good deal, but leaves a bit on ground for 3 frames that gets hit by long c.lk's like Beo and Eliza
minor shift of s.mk so it hits Squigly c.lk (it's like a pixel off from hitting her)
buffer after lnl hits to make it easier to take advantage of being plus
earlier projectile invincibility on Kanchou (currently 7 frames of startup vulnerability iirc)
Pummel Horse, c.mp being consistent, especially vs characters like Painwheel
c.mp hitting otg consistently (like described here)
Lower Pummel Horse hitbox to connect OTG consistently. Cerebella can land Pummel Horse after ground throw midscreen already (proof). This works easily (4f link I think) midscreen on everyone but Peacock, Valentine, and Parasoul, cause she throws them further for some reason (she throws Peacock a LOT further than any other character), but they can be OTG'd in the corner (or with c.mk, s.hp, Pummel Horse). Cerebella is the only one that can't be OTG Pummel Horsed in this way, regardless of where on the screen. I believe two or three of the characters cannot be Pummel Horsed after normal grab on the first frame, I don't remember which ones, and a character's back fall (OTG state after Kanchou) are much more inconsistent to hit this way (only four or five characters get hit like this). Having OTG Pummel Horse be consistent would be nice.
Just to give a visual, this is s.mk vs sq c.lk
When mp/lp lnl hits, one of three things usually happen. Bella jumps, Bella whiffs a normal, or Bella gets hit. Despite being plus, not having a buffer means that it's not uncommon to miss the exact moment you can hit a button. Sometimes you hit a button early, which leaves you just doing nothing, or you hit it too late. If you hit it too late, you stand the risk of trading or getting counterhit, or you might try to pressure an upback but miss the preblock period entirely. This is a situation that doesn't have to happen as often as it does. That's why I listed it as a qol change, cause it would be super nice to not lnl into nothing despite trying to pressure but it wouldn't change what Bella is capable of doing.
Well, not that anyone wants to hear it, but here's the reason behind my glide cancel suggestion.
So, there hasn't really been much discussion about Peacock's recent buffs other than a few Peacock mains saying "they're cool". I wanted to say that I really don't think that Peacock should be able to cancel her bomb tosses into teleport. This gives her some really good mixups with assists, makes throwing bombs in neutral much less risky and makes rushing down with Peacock better as she can call a bomb and then teleport into you with the bomb protecting her, similar to what she can do using assists but without the need for the assist. Given that her other buffs have given her a reasonably significant boost to her defense along with Lenny becoming a really good anti-zoning tool, surely she doesn't also need this given Peacock players' main complaint before was that her defence was too bad.
That's because she's a GRAPPLER. That's what they do. She already has amazing mobility and anti-grappler-tactic tools compared to your average Potemkin or Tager or Zangief or Hugo or whoever.
Why not add a buffer to everything? (I'm saying this sarcastically, I'm sick of adding buffers to stuff that it doesn't need) Plenty of arguments can be made the same way you're arguing for Bella to get a buffer on MP LnL for just about every special ever.
I assumed new stuff would be noted in the steam updates, but I haven't seen anything there about any of those Bella changes. I'll read the whole list of changes over again.
Out of curiosity, what were those buffs PW received?Am I the only that thinks the original 8 just need to be left alone? No buffs or nerfs?
PW got the buffs she needed, Fortune is an even better puppet character because I guess she needed that, Peacock got her QOL changes, I think we're good. I don't understand why Double, Bella, Val and all of them need to change they seem to be doing fine as of lately.