So the chair would be like a spring? Sounds neat and very powerful. I'm not in full support because I think a lot of people think Beowulf doesn't need more tools. I'd be fine with testing it out. I imagine that you wouldn't be able to change your direction if you did this.Sorry for changing the topic suddenly, but I was talking with some people and we thought that it would be cool if Beowulf's 2j.hk caused him to double jump. As of now, Beo's 2j.hk is Beo's least used normal and is only used for sub optimal combos. This move can also be used to remove your chair for certain matchups, but even this purpose is outshined by H Hurting Hurl as it is also strike invulnerable and +1 on block. By making this move cause a double jump, it can become a lot more useful. It would allow Beo to do some pretty cool pressure and oki setups while also giving him a tool that can make his neutral much more interesting. In exchange for getting access to these better setups, Beo would have to go chairless and lose his j.hp and take extra chip damage and gives the new j.dhk a pretty big risk/reward.
Would he be able to choose to do a double jump or does he have to double jump if he throws his chair? This seems like more animations would be needed though.
If I'm understanding mp game right, Beowulf immediately jumps after throwing down his chair. There's no additional things that need to be drawn. It would just be for example d.jmk animation, forward jump animation.
Just recorded some matches of SwiftFox and me. I play robo, he plays peacock. So you can see some of the new stuff.@Liam do you have any recent recorded footage of you somewhere that Robo Fortune players can see how you're playing right now?
If I am being completely honest, I don't see myself using that version of L item drop any more than the one in retail. The idea Caio mentioned on how it would track the opponent but couldn't charge(or maybe could charge but wouldn't move from that spot) would be interesting as it would let Peacock have a strong assist again. Her current assist options are decent-ish but nothing that really stands out. As far as using it on point, it could perhaps have a longer cooldown time on the item itself, so if you forgo using the less braindead M or H, you have to wait a little longer to use item drop again. I dunno, just a thought.If anything it might be more interesting if it dropped further away from Peacock, maybe around the max range of M item. Using it predicatively is cool but it's not as useful as it could be since it only works from a range where you never want them to be in the first place. If you could use it from a bit further it could be more practical. @Swiftfox-Dash what do you think?
And on Bella, this Dynamo change is making me sad lol. I know it was a good catch all anti air but man does it suck to be cornered and whiff on a jump in right above her, or me be a split second too late in reaction to an anti air and me missing completely. Heck sometimes when the foe is behind bella and she Dynamos, they tend to drop out anyways. Was this really such a bad thing?
One other person brought up a reasonable point on how Beo's arm super works in a similar way, nets more damage on CH and can usually result in a corner combo. Plus in some situations be even harder to punish than Dynamo if he flies to the other end of the screen on whiff/block against an aerial foe.
Not to mention it dies to filia and val shenanigans now all the time. Also yeah both Beo and Band get the same stuff and it's silly. Bad not really a "crossup" more a side switch with hitstop that no one blocks cause wat?
There are also examples of characters who have similar supers that act like anti airs even on opponents behind and they also have anti airs that hit above them, like Big Band. Also note that against the likes of Eliza (and possibly other airdashers?) There are aerial block strings that Bella can't devil horns out of as the aggressor can actually land and block between moves, making Dynamo her only reversal choice, but now that can possibly whiff in some situations.
In those situations if I don't go for the reversal super to alleviate the pressure, Eliza gets to be very much + in my face and can continue to go for aerial means for pressure. Since Devil horns is risky because she can land after say her j.hp, Dynamo was often the more reliable way to beat that thanks to the hitstop. Granted you wouldn't get much off it unless eliza's back was to the corner or you had an extra bar/very specific assist to combo off of. Sure I could pushblock, but it still leaves Bella in a single airdash space away and the cycle could start again. It's not impossible, sure, but it was nice to have that option of spending bar but now that has a chance of failing when it could already be baited, beaten by certain assist calls, or simply have the foe drop out of the windmill.
First of all, Bella builds a tonne of meter in combos (over 1 bar for a midscreen kanchou bnb ending with Excellabella and just below if you go for a Cerecopter ender). She can also convert off of Dynamo without having to spend another bar if she is near the corner or has the right assist. She also has other anti-air moves that are pretty good and has other really good ways of spending meter besides anti-air dynamo.I really don't think there was anything wrong with Dynamo. There are other supers that hit in front of, above, and behind the user, and even some meterless reversals. Sure, if you don't agree with Dynamo you don't agree with those, but are we really going to alter the way every super that does this works in the final update? It's what I was saying about m shadow assist, too; the loop was the stated issue, but if that's so then it makes no sense not to remove every other loop in the game, and that's honestly a lot to do for the final update? I could understand if this was done in the Robo update, but this is the final patch.
It's not a big deal, it reeeeally isn't. It's spending a bar to get someone off you, something you get HCH for being wrong on, and the only way to convert is by spending two bars. Bella doesn't build meter super quick, so usually she'll be spending all of her bar just to have you stop jumping at her for a second. I've had people fall out of the crossup Dynamo and punish me with a long range punish (not a full combo). Either you think Bella is going to mash and you block, or you don't think she'll mash and you get hit. Why are we allowing the other player more chances to not think about Bella's options?
Yes. This is true for certain routes, especially with assists. However, unlike other characters, she can't just whiff specials and throw things at neutral, which is the reason why I at least feel this is sort of justified. You aren't really ever gonna get meter unless you actually hit someone whereas other characters can. Especially if they block stuff, she isn't gonna gain much. I think that's what he was referencing.
In some situations, this is heavily debatable especially with the beta in place although I'm not sure who's asking for old dynamo back.
Besides those two and Double (kinda, see air blocking shenanigans and it does call out people behind her often), not really anyone but that's kinda specific. But just about every character has something that hits behind them situationally except Fukua ofc IDK if she can set it up or not. That being said for double she can't combo and really neither could Bella on crossup except rarely if the stars aligned. Crossup Dynamo didn't guarantee a combo after but it did sometimes happen if it crossed up going into the corner (although more frequently than at mid screen which makes sense). It comboing in the corner was a compensation for it not comboing mid screen anymore iirc. But yeah plenty of supers can be used to hit people behind you although it might not crossup per se.
Yes. Not gonna disagree here
Yeah, this is where stupid stuff came in (although with dizzy it is still blockable post flash, still has the weird 50/50 thing). I agree that that was kinda dumb and even though two other characters can do it that doesn't excuse it. However, wouldn't this problem be solved via that move having what would essentially be crossup protection? Gets rid of stupid 50/50's, still hella punishable, she gets her 1 bar anti-air to work in situations as a reversal, everyone wins. As long as you aren't pushing buttons then you beat it. Plenty of supers hit behind the character so I'm not sure how "this hits behind the character" is that much of an argument. Sure it's large, but the main reason everyone's pointing the hit behind the character is because 50/50 unreactables. You get rid of those and it goes into the bin of other supers that also hit behind the character.
I agree, there are some reasons why that argument is viable, but that's few and far between. For me, Beowulf is the closest thing to a "this is also dumb" as you're gonna get in this situation since:
Double's car is really slow and can be avoided by a quite a few characters on reaction if they're on the ground and doesn't lead to a combo. I also said "fast, invincible reversals that also hit behind them with the potential for a combo without a DHC" and none of the rest of the cast has this. I didn't say who has supers that can hit behind them because this alone isn't the problem with Dynamo.Besides those two and Double (kinda, see air blocking shenanigans and it does call out people behind her often), not really anyone but that's kinda specific. But just about every character has something that hits behind them situationally except Fukua ofc IDK if she can set it up or not. That being said for double she can't combo and really neither could Bella on crossup except rarely if the stars aligned. Crossup Dynamo didn't guarantee a combo after but it did sometimes happen if it crossed up going into the corner (although more frequently than at mid screen which makes sense). It comboing in the corner was a compensation for it not comboing mid screen anymore iirc. But yeah plenty of supers can be used to hit people behind you although it might not crossup per se.
Because this isn't what is being discussed and this isn't what the problem with Dynamo was. The problem with Dynamo was that it was an invincible, post-flash unblockable, super that hit all around Bella and leads to a combo in the corner.
I'm fine with this solution but I also think that the current version of Dynamo is fine in beta and that her defence is already very good without Dynamo also beating crossups.
Peacock and Fukua aren't the same character though, the only overlap is that they can hold shadows that serve different purposes and that they're limited to 2/1 of their other primary projectile at a time. Fukua has far better reversal options than Peacock, it'd similarly be unfair of me to suggest that her armor and invuln options be neutered to be in-line with how limited M Bang is, just because -- loses to jumps, can be low-profiled, can be grabbed, is slow enough to lose to a DP on-reaction. Additionally, her new anti-air cLK still loses to disjoints and doesn't reach very high. It's far from reliable, but it works far more consistently than before the hitbox change.
I just don't think peacock should have a tracking hitbox that comes out as fast as it does and can basically counter any situation where the opponent presses a button and then lead to a high damage combo. I always thought that the purpose of holding item drop and using it on defense was to compensate for her lack of a reliable anti air by being able to block high release item drop and continue to combo if it hits. Yeah it can trade with disjointed air hit boxes but not every character in the cast has a disjointed air normal. It just feels too strong at times. It could just be my unfamiliarity with peacock but it just feels like she has the upper hand in many situations that she did not have them in before and doesn't feel like she lost anything besides some damage.Peacock and Fukua aren't the same character though, the only overlap is that they can hold shadows that serve different purposes and that they're limited to 2/1 of their other primary projectile at a time. Fukua has far better reversal options than Peacock, it'd similarly be unfair of me to suggest that her armor and invuln options be neutered to be in-line with how limited M Bang is, just because -- loses to jumps, can be low-profiled, can be grabbed, is slow enough to lose to a DP on-reaction. Additionally, her new anti-air cLK still loses to disjoints and doesn't reach very high. It's far from reliable, but it works far more consistently than before the hitbox change.
I'm not saying anything about your understanding of Peacock, but I am saying that you sound like you're just arguing for the sake of semantics rather than for the sake of the character.
It takes 26 frames to actually appear (on top of travel time from the top of the screen) assuming she's just doing a quick drop, during which time you can poke her and the shadow disappears. If she's in blockstun, she cannot release the shadow until blockstun ends, and that's only if she has good timing. Otherwise the item will forcibly wait 10 frames after blockstun ends before it drops. The item itself hits mid unless it gets charged all the way to level 3. At best she can turn an up-close encounter into a frame advantage on her part (she cannot use this frame advantage to set up another item drop either) unless you got caught pressing buttons after letting her out of your blocking pressure -- pressure that you're free to disengage from if you aren't confident in hitting or grabbing her out of that 10 frame grace period that you have before the item spawns.I just don't think peacock should have a tracking hitbox that comes out as fast as it does and can basically counter any situation where the opponent presses a button and then lead to a high damage combo. I always thought that the purpose of holding item drop and using it on defense was to compensate for her lack of a reliable anti air by being able to block high release item drop and continue to combo if it hits. Yeah it can trade with disjointed air hit boxes but not every character in the cast has a disjointed air normal. It just feels too strong at times. It could just be my unfamiliarity with peacock but it just feels like she has the upper hand in many situations that she did not have them in before and doesn't feel like she lost anything besides some damage.
I can't be bothered to dig up the exact patch note, but it's been that way since at least 2014 when McPeanuts made the compendium.
yeah, I did change it in an edit and my computers p slow so it didn't update, sorry. I meant to say kinda but all of that is kinda specific to especially if the problem was the crossup itself not really the fact that it hits behind her.Double's car is really slow and can be avoided by a quite a few characters on reaction if they're on the ground and doesn't lead to a combo. I also said "fast, invincible reversals that also hit behind them with the potential for a combo without a DHC" and none of the rest of the cast has this. I didn't say who has supers that can hit behind them because this alone isn't the problem with Dynamo.
Right, except for the fact that her anti-airs aren't necessarily as effective for the situations listed above in a previous post (TJ IIRC). Sometimes super can, in fact, be her best option in some situations, with the cost being a bar which we've already that she can't just build without already have won neutral. [Edit] team game aside this is the case I guess if you have fortune and Peacock on your team then it's "free" but we're talking about the character herself.
No one agreed bella cant build meter in neutral. Bc thats crazy, call any common assist with battle butt or h lnl, safe meter build, armored so it beats buttons, oh and she can armor cancel to her supers (lnl).Right, except for the fact that her anti-airs aren't necessarily as effective for the situations listed above in a previous post (TJ IIRC). Sometimes super can, in fact, be her best option in some situations, with the cost being a bar which we've already that she can't just build without already have won neutral. [Edit] team game aside this is the case I guess if you have fortune and Peacock on your team then it's "free" but we're talking about the character herself.
Because of this, I think spending a bar for a reversal is bad so long as you fix the stupid things is fair, especially because as a reversal (where there is typically some undizzy) it is no longer unblockable post super flash. Meaning, that it's a dumb 50/50 in certain situations, but it is certainly more reactable (note: same with every other reversal).
I'm saying that in situations where it's better for you to have some form of reversal, than being in some situation whereby blocking correctly ends with looping yourself, because DP will either get whiffed, blocked or flipped and those other anti-airs aren't reliable or effective cause of the situation; spending a bar, that she can't generate at neutral to get out should be fair. That being said, it doesn't justify being able to 50/50 people by the nature of the move.
Also, I'm not sure why people do this, but I've never seen attacks as part of the defence (which might be where there might be a difference in view). Yeah, pgbc is a thing but you used a defensive option to start your offence. It's similar to saying an aerial attack is an anti-air. This is just more of a personal thing which might be the reason why I'm not seeing it.