mcpeanuts
Anchor Peacock is the future
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I'm excited to be able to convert off all the road rollers that I get by pure chance.
I'm surprised I didn't remember to ask for this sooner; here goes:
Is there any way you could add an option on consoles to set up button binds for L3/R3/the right analog stick? I ask this because the main pad I use for FG's is a Fighting Commander 4, which I have set up as follows on PC (keeping in mind it has a switch that places L3 and R3 on the R1/R2 triggers, respectively):
L1: Pushblock Macro L3: Macro #2 (usually an extra assist button)
L2: Right Stick Up (Assist #1) R3: Right Stick Down (Assist #2)
Right now when switching over to PS4 for offline play, I have to usually go duo since I don't have room for both assist macros, and can't do piano inputs for the other assist well enough to make up for the missing assist button.
The issue is not hardware, the issue is button config.
Button config was written by someone who hasn't worked on the game in years, and it is a moderate-to-giant mess of code.
On PC, the button config is entirely different code, and it can accept "button #7" as whatever you want. Nothing knows what button is L3 or R3 or how many buttons exist on your input device.
On console, the button config automatically assigns Macro 1 and Macro 2 as whatever buttons are left over from the 8 possible choices, 4 face buttons + 4 shoulder buttons, because it can know exactly which buttons exist and all of them MUST be mapped at all times.
In order to add L3 and R3 as choices, the entire button config would have to be rewritten in code (and redesigned as a UI screen) in order to allow players to set macros by pressing unassigned buttons on the macro line.
Additionally, we don't have L3 and R3 in the font, which would mean redoing the font in a bunch of screens which is a giant PITA because Otter is a giant PITA.
We cannot bring the PC button config to console because the PC button config doesn't know anything about console buttons.
The amount of effort required to fix even just the console screen to add L3/R3 is larger than the effort required to add lobbies to a single console. It probably isn't happening, as a result.
tl;dr
No, because it's a prohibitive amount of work. Not for any technical reason, unfortunately.
Robo-Fortune has to use L beam to prevent herself from getting combo'd from fullscreen after getting hit by reflect.@Mike_Z the decreased recovery on Robo's ground beams means that fullscreen as Cerebella I can't deflect her l beam without her being able to block. I can deflect m beam, but only if I do deflect early enough. If I do it too late she can block. I don't feel like this is intended?
I wasn't asking for a change. I pointed out a thing that doesn't seem like anyone would have obviously noticed, in case it wasn't intended.
By "nothing happens", you mean Robo slowly gains an advantage/more of an advantage? It's not like they can stay like that forever. If Cerebella doesn't deflect, she's going to lose. Deflect can be punished by Robo with l beam on reaction, so guess deflecting is dangerous. If Robo sits a bit closer, she can punish a whiffed deflect with run up c.lk or whatever. It's by no means a tool to freely get out of Robo's intense projectile pressure.
In the situation I'm talking about, it's actually pretty hard to confirm. Bella by herself needs to do a tightly timed dash jump, glide clap to combo (she can barely reach with c.lk after clap). Not accounting for any assists that might make this easier, I'm not sure how many there are (bypass? Bomber? pinion dash? Uhhh?).
She has a deflector. It's only job is to punish predictable projectiles. It even completely lost its ability to physically hit people because its only job is to punish predictable projectiles. It got projectile invulnerable startup because she should be allowed to PBGC punish predictable projectiles (like mashed catheads on block). The range at which she currently cannot do this, in one matchup with one move, is off by the kara range of one s.hk, and a frame or two on another move, and I think maybe I should bring this up before the final patch is all settled.
Dawg beams are -ve on hit lol.By "nothing happens", you mean Robo slowly gains an advantage/more of an advantage? It's not like they can stay like that forever. If Cerebella doesn't deflect, she's going to lose. Deflect can be punished by Robo with l beam on reaction, so guess deflecting is dangerous. If Robo sits a bit closer, she can punish a whiffed deflect with run up c.lk or whatever. It's by no means a tool to freely get out of Robo's intense projectile pressure.
I thought so too but after playing Mike so much I think she has more than enough tools to deal with Robo's zoning.
I don't think she struggles with the zoning so much as she suffers from Robo's runaway. It's really really tough for Bella to catch a sj.HK other than trying to read jump startup and Excella'ing you out of it, and not even Beat Extend reaches that height so you're fairly safe against most assists Bella mains will pick (unless the Bella picks Horus assist or something similar). Stuff like mine, RAM, missiles is probably fairly manageable (I don't have much beta Robo vs Bella exp), or as manageable for Bella as it is for other characters, but purely movement wise I feel like Bella struggles to catch Robo. Robo also has different ways to vary her landing that are difficult for Bella to manage.
All I said that it didn't used to be the case and I want to bring it up, cause I didn't see any reasoning for the change improving Robo's ability to deal with deflctor.
I can't get this confirm. It's harder than the confirm I mentioned doing. If you charge too long, no combo. If you're too quick, you get s.hk. If you mistime runstop, you whiff or Robo recovers just in time to block. I actually can't manage to get it fast enough for anything other than c.lk to connect after runstop. It let's you in, but I don't see how this is easy.
If Robo is doing the same beam pattern 5 times in a row, you don't think the character with the anti-projectile should punish her for it?
Robo can pushblock to negate most of the forward momentum.
You literally said "she's a grappler, she doesn't need fullscreen confirms", which is what Deflect gives her if she can land it against Robo. Sorry, it just sounds like you don't agree with Deflector working the way it's worked for years?
Doesn't feel any harder than most of Parasoul's corner combo charge buffering stuff to me:I can't get this confirm. It's harder than the confirm I mentioned doing. If you charge too long, no combo. If you're too quick, you get s.hk. If you mistime runstop, you whiff or Robo recovers just in time to block. I actually can't manage to get it fast enough for anything other than c.lk to connect after runstop. It let's you in, but I don't see how this is easy.
As a Bella player, if I land fullscreen deflect, the next thing I go into is dash, dash Titan Knuckle. It's my best bet of hitting something before they recover.
I can try? It's hard for me to get that, even the c.lk confirm. Then again, I really don't like Parasoul cause of charge stuff. So idk. I'm fine just getting a chance to close the gap.Doesn't feel any harder than most of Parasoul's corner combo charge buffering stuff to me:
If you put a decent amount of time into trying to learn the c.HP version in that video and still can't do it, just stick with the c.LK one I guess? It's still going to do more damage than, say, 10 blocked beams, and sets you up for Cerebella resets against a character without great reversal options.
I don't play Bella and I got it first try and got sHK a total of 1 / 20 something times.I can't get this confirm. It's harder than the confirm I mentioned doing. If you charge too long, no combo. If you're too quick, you get s.hk. If you mistime runstop, you whiff or Robo recovers just in time to block. I actually can't manage to get it fast enough for anything other than c.lk to connect after runstop. It let's you in, but I don't see how this is easy.
Yeah I think you should practice it so you don't do this.
Not from fullscreen with minimal risk for messing up, for no resources.
Oh, alright then.Actually, testing the game some more, deflector in beta can punish l beam fullscreen. There are just a couple frames that you can do it too early that'll make it not connect. The later you do deflector, the higher chance of hitting Robo. So, the opposite of how you need to deflect m beam, the later the better.
I think Bella should fight Robo by reflecting at a reasonable distance and punching Robo in the face :P
Yes please, fix the hitbox for Painwheel. I've had the snap problem many times before and it's really annoying.Can this also happen?
I just really can't see why this change can't or shouldn't happen because it's infuriating to know you have to snap early to minimize meter gain but your snap is so small you have to ensure you have both characters near the ground and for some reason her snap also thins out and I don't think it should.
I dunno if it doesn't change whatever but I have some serious gripes with only this character doing this. The hitbox doesn't have to be this big but could pw at the very least have the whole arm hitbox be even?
The c.LK confirm gets easier if you do c.MP into kara H run, which gives you all the time in the world to charge back for the run and still lets you get close. Here's a video of Cerebella blocking 18 beams then doing the c.LK confirm and being ahead in health, if you need to see the timing:
I'm not asking for any nerfs to robo (or even buffs to bella), btw. I was just bringing a thing I noticed up, incase action by Mike was appropriate.
My favorite way to use bella to fight cerebella is running up and punching Robo [emoji14]
Try to snap after doing a c.mp. I've never had a problem snapping two characters like that.
You can't shake stagger on a counter hit.
I heavily disagree!
I'm with you so far, the keep away zoning character is performing their task of keep away and zoning and getting chip damage, forcing the opponent to react to their zoning and usually close in, sounds good.
Changing pattern / zoning wont matter if the opponent just has to do nothing but block.
This is the issue.
Yeah, perfect example.
Yeah, perfect example.
SonicFox had 0 health and his best option was to keep zoning and get Orie to 0 health as well, but dashing in to land the final hit against a poking character with disjointed normals isn't a smart idea so it ends in a time out, lol.
The same thing would happen if Peacock was taken to 1HP from a poison vial (LVL3) and Val didnt want to approach.
(If Vial can take you to 1HP at lvl3)