@ Squigly stuff
Making the flame hit taller won't help you save OTG after divekick, most characters go too far so you still have to dash...and dash s.LP is a lot easier than dash c.LP.
No to 4 hits, it's already disjoint and active for up to 60f, c'mon now.
Question about Blockstun thing because I'm having difficulty understanding even with the testing in training mode.
It USED to be (still is, in Retail) that being touched by a mid hit negated any protection you had from the previous high/low. So Painwheel j.HK: 2f hitstop, 1f goes by, next hit happens as a mid. Or Parasoul full-undizzy j.HP -> tear toss in the corner, c.LK on wakeup->tear hits as a mid->overhead assist hits. In those instances, in Retail, the next hit could happen faster than 7f and you would still have to block it properly.
In the Beta, that bug is fixed. Blocking with a high or low grants the full amount of protection that you should get, even if you are touched again by a mid before that window ends. That's the whole fix. The window has been returned to normal, which is the maximum of (length of hitstop or 7f), but the protection doesn't expire if you are touched again before that window ends.
It also rather amusingly seems that Three Wulf Moonsault causes redbounce when the oppoonent lands on the floor before being squashed, and because of that the third hit actually gives you your OTG back if you've already used it mid-combo!
Yep, been true since he existed.
I think he means he wants it so that characters stick and cannot fall out of Gregor. Like when Mike explained that Fukua Lv.3 hitting you from across the planet was a copy Paste error from Gregor and "characters are not supposed to fall out of that" I don't think it's intentional for characters to fall out of Dynamo, but currently it's a thing.
That was
Fenrir. The last hit of Fenrir puts you in a known position and the bite was gigantic because it also only happens on hit.
The Dynamo thing, you just kinda gotta get used to. I play her and have it happen to me, and even
I don't think that it shouldn't kill until the last hit. There's no really good solution, but I might as well explain what's happening:
When a character is dead and they touch the wall in air knockdown hitstun, they become invincible. This is to prevent dead body combos or infinites, a few of which are possible in MvC2. Dynamo's floorbounce ..... hang on, I think I just figured out how to fix this to get her to juggle dead people fully!