Negus Eyoel
I AM THE KING!!!!!
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too bad HE CAN'T GO TO ANY OF THEM BECAUSE HE'S FROM CANADA YOU FUCK UP
too bad HE CAN'T GO TO ANY OF THEM BECAUSE HE'S FROM CANADA YOU FUCK UP
Except, the strength of Old Shadow M is not what I'm arguing at all, and never have been. I've explained this in both my major posts on this issue and it seems no one wants to read them entirely. I have said numerous times that Old Shadow M doesn't need to come back.
Beta Fukua does not let you zone and I fail to see how ack of zoning = better neutral.
She is not different and the same at the same time, and she is not better in every respect while being worse in those same respects. The changes in how her tools work clearly suggest the contrary.
I like being able to zone with Fukua, and her losing that changes her playstyle even if you think it doesn't. Just because she still has everything else with some new twists to her existing tools doesn't mean what she lost didn't impact how you have to play the character..
you pretty much state that her losing m shadow now means "OMG SHE CANT ZONE ANYMORE" yet state that you didnt spam that move, but used it for zoning. But its not like she has fireballs and other shadows zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz@SonicFox5000, you're not listening to me at all. You have these blinders on that anyone who dislikes Beta Fukua or speaks out against her CLEARLY must not be a "True Fukua Main" because those players "don't want to think" and want to spam Shadow M.
I have already explained to you that that is not the case, at the very least, for myself.
She already does. I explained that she does. You seem to not acknowledge. I'm done talking to you about Fukua until you actually learn how to play this character.Except, the strength of Old Shadow M is not what I'm arguing at all, and never have been. I've explained this in both my major posts on this issue and it seems no one wants to read them entirely. I have said numerous times that Old Shadow M doesn't need to come back.
My argument has always been that Fukua should have reliable zoning, and I suggested this in the form of allowing her to have a 2nd Fireball out.
With the fireball's low hitstun and lack of versatility on offence, it doesn't have the same issues that Old Shadow M had for being and end-all, be-all utility tool and the 2nd fireball can be strictly used as a zoning tool.
What holding shadows does is create pressure on the opponent, but the shadows never actually control space while they're being held. They're a threat to allow Fukua to proceed with a mixup or some other offensive tactic, but they never actually zone the opponent.
Robo c.MP doesn't ruin burst baitsWhy should they be that though, Eliza doesn't need to cHK through Parasoul cMP or get out of Squigly poking low with cLK by doing sweep (but I assume you mean cLP)
Robo cMP being a projectile ruins burst baits
In fact so does Para cMP
This just seems like a really weird idea that I have no idea why you would want to try
Why would you want this.@ more normal moves having projectile hit boxes.
That may be interesting to try out. We already have peacock, robo, and Eliza with normal move projectiles why not more.
Parasoul- c.mp, squiggly-c.lk, robo-c.mp, peacock-c.mk(pretty sure that's the ant laser)
Sure Bella could reflect some more moves but I'd imagine it'd be as difficult or more difficult than getting a counter with Valentine.
I said nothing about fireballs.
It looks like this setup is 2k of chip, and if they pushblock the first or second hit they can jump out taking only 1k chip. Even shadow hold, h drill, super, shadow, h drill, super is only 3k on block.
All I said about that is that she unequivocally has less assist utility. For people who don't want to play her on point and didn't use drill/l shadow/h shadow assist (people like me), it's a big change. I'm okay with people (you and sonic) saying "that's fine", or "so what", or "she still has drill/l shadow/h shadow", or "she's better on point", but it was an important thing to me and the way I (and other people) played. The same thing could and would be said if you took away any other interesting and distinct assist a character had (brass, beat extend, updo, bomber, napalm shot). This is a team game, a character's assist choices shape the team. Team dynamics are important.
Recorded the situationHonestly, can't other characters set up similar situations to the Fukua loop with the right assists anyway?
In retail, Fukua's loop is netting 3.2k (c.lk, c.mp, c.hp, c.lk, c.mp, c.hp, m shadow), but with Bella and h osiris I can get 4.5k off of a similar setup midscreen (c.lk, c.mp, s.hp, runstop, c.lk, c.mp, s.hp, mp lnl+osiris). In the corner I can make it pull them out of the corner (c.lk, c.mp, s.hp, runstop, c.lp, c.mk, kanchou+osiris) for 3.9k. After the osiris I can air grab, hit left, hit right, go high, go low, s.lk to catch buttons, or burst bait.
I feel like the question is really less "why should every character except fukua etc.", but "is it okay for characters to use assists to make loops, and if so how good can the loop be before it's too good". Because if this Eliza loop is fine, I don't see why the Fukua assist creating a similar loop is not okay.
I think I just found a new assist
Of course. But the point was made that doing it with retail m shadow assist was not okay, so I found another thing that works pretty much the same. Does this mean we remove all instances where this is possible, find some general change that can fix it, or is it actually fine for assist m shadow to do?
I don't know how considered this was, and it may be an entirely separate matter, but Fukua is tied with Filia for the fastest assist recovery animation in the game.Of course. But the point was made that doing it with retail m shadow assist was not okay, so I found another thing that works pretty much the same. Does this mean we remove all instances where this is possible, find some general change that can fix it, or is it actually fine for assist m shadow to do?
That does make a difference. Assume the opponent somehow turns the tables on you with a good reversal, proper defense, alpha counters or whatever. If your assist is still standing around after your setup is done, not only is the assist at risk but it limits your options as well (Notably, you can't alpha counter to beat a safe dhc)That's just neutral. Mike said he has no problem with m shadow neutral, the problem was with the loops, which m shadow's cooldown doesn't really make any difference with. I wouldn't be against a higher cooldown, but I don't think that particular matter comes into play with the things people want to get rid of.
That's just neutral. Mike said he has no problem with m shadow neutral, the problem was with the loops, which m shadow's cooldown doesn't really make any difference with. I wouldn't be against a higher cooldown, but I don't think that particular matter comes into play with the things people want to get rid of.
I'm mostly right now genuinely curious if people think these loops overall are fine or if it's just fukua's assist loops that are problematic.
I misunderstood what you were saying. I generally agree with the attacker getting punished for guessing wrong.That does make a difference. Assume the opponent somehow turns the tables on you with a good reversal, proper defense, alpha counters or whatever. If your assist is still standing around after your setup is done, not only is the assist at risk but it limits your options as well (Notably, you can't alpha counter to beat a safe dhc)
I wouldn't care if I couldn't convert into a full combo or reset with it.
I'm almost positive you can get this setup with this assist using more than just Bella. I also feel like there are other assists that pull people up in the air that could serve the same purpose.
Similarly to how Big Band can opt to use the taunted SSJ or taunted Bell toll (timpani drive???), can Squigly be able to not use her charged specials by holding down the button. She still wouldn't be able to special cancel specials or anything I'm not aware if that would break her anyway since her only buff from having charges is being able to cancel using KK/PP (Which is hella good, I'm just saying she doesn't get an inherent passive buff). I think this would be a nice addition as well as open up combo routes due the retaining of charge
Y not, would this be bad for her? I realized I messed up with the solution (hold down the button cause duh) but would that be beneficial to her atm especially in terms of combos/confirms.
She is now a full on zoner. She becomes stronger when paired with the right assists. If your play style was rush and you had assists to help you, that style did get worse. You are right. If you don't have assists to help zone, then you need to change that in order to make her better. Her zoning with no assists to help is not good as you probably experienced. Watch Liam play. He has robo with 2 dedicated zoning assists and it's near impossible to get in on his robo. Robo buffs helped his style play by 10 fold. You just have to change the way she is played by finding assists that help her zone or move on.About robo
I played a first to 30 with PME in the beta and the changes to robo are definitely noticeable. My overall opinion is that she is worse. Her keep away is slightly better but not too big to really make a difference (That could however be in part to two of my characters getting tools to better help out against beams). She got completely gutted in her offense i feel. In retail Robo can use her zoning to move me to a spot she wants me to be then start her offense with her really fast dash and her frame advantage forcing me to deal with double jump pressure. However, in beta it feels she has no pressure up close at all. You can use heads to make up for her loss in plus frames but she really isn't scary to block so i don't feel pressured at all. She's forced into keep away which just makes her easier to beat since she can't really fight back when you get in on her. Her reversals are better but they are just as easy to deal with as M bang if not easier. I feel like I'm fighting a character who really can't do anything. You robo players chose mvc3 hsien-ko over ggac+r testament.
Also as a side note. the extra invincibility she gets on her lvl3 is really nice.
Parasoul diving body guard - Can we make him stop Bella's reflector? I don't think her reflector should be able to go through it. It's supposed to stop projectiles (should be enough of a reason). Furthermore, if I'm good enough to cancel 'dive man' with a projectile to bait a reflector so I can go in and punish on recovery, I think I deserve it. Many of my plays against Bella players is baiting reflectors.
Change your combos to fit around the ranges of the shadows. Changing the ranges of shadows so that you can do your normal corner carry routes or whatever without having to think much about how you use your shadows in your combos doesn't make sense especially since an increase in their range would affect neutral as well and she doesn't need fullscreen/two third screen shadows.
Oops sorry. I ment c.lp. her flame thing. Squigly's flame is like never used so giving it some projectile negating properties would be neat.
Fair enough. Good rebuttal.No, I'm a para player and I do not want this. The reason why is because Bella's toolkit that's really her main way of getting in especially against zone heavy characters. One of the things that make it useful is it property as a sort of "super projectile" that it forces you to respect and think more than twice about just throwing things out. That being said, you get a reward for baiting reflector by punishing reflector. Look
Bella options to get in---
DJ stuff
Run stop/Kanchou slide
Reflecting tears
Glide+button
Para's options to beat it---
Tear+jLP or jHP> armor and glide
Gets beat by lots of things>kanchou
Egret Hitgrab>Almost all armor stuff
Airthrow takes away a lot of Bella air stuff (I've air thrown jMP/j2MP on reaction) and that's like two of best air normals
Generally being a nuisance.
Also if the Solider beats reflect then so does Lenny because they are supposed to work the same now (for some reason).
The range is cut pretty short if you do any type of carry other than crossover resets.Change your combos to fit around the ranges of the shadows. Changing the ranges of shadows so that you can do your normal corner carry routes or whatever without having to think much about how you use your shadows in your combos doesn't make sense especially since an increase in their range would affect neutral as well and she doesn't need fullscreen/two third screen shadows.
Oops sorry. I ment c.lp. her flame thing. Squigly's flame is like never used so giving it some projectile negating properties would be neat.
Just like how most the other normal projectiles have a regular hit box before the projectile the same can be done with parasouls c.mp. so it can stop some incoming projectiles and still get a blue burst if you cancel it before the projectiles come out.
Thank you :)