A good video!
(BrandX translated)
s.MK -> c.HK~wait~214MP = crossup.
s.MK -> c.HK~early 214LP = not crossup.
This is a 50/50 that you can combo after, so Lv1 items stay scaled. (There is no difference between L/M/H Lv1 items, it's all or none.)
In the corner, LP+LK ~ 214HP, wait, Lv3 item + c.MK is a 50/50 because Lv3 item is overhead, so 214HP Lv3 stays scaled. You can even make it completely safe with LP+LK -> 214HP, 236+LK, c.MK.
Sorry.
For some reason if I do non-ex Canis Major on Squigly she is pushed far enough away that if I do c.lk on her wake up it whiffs completely. It only happens on Squigly so I don't think it's intentional. Not sure if you could just make her slightly closer so that it doesn't whiff? Or is that just another consequence of squigly having squigly boxes?
It's like 8 pixels away from hitting her.
It's Squigly, but it's also not the purpose of the move. I'll look at this, because I'm also going to make Wulf Shoot lose to Daisy if done post-flash. :^P
If you meant that those non-metered options are fine with you, then that's slightly deflating to hear but at least I can understand that too.
As we already discussed in PMs, her Lv3 does an amazing number of things unique to it, so it's not ALSO going to be postflash-unblockable.
Putting the tear in fixed several meterless counters that weren't in your list, such as normal-startup-delay-cancel-to-special to dodge the first few bullets and punish with much better conversion options (Double c.MK~L bomber, for example, with optional Monster followup for a full combo, or Squigly c.LK + assist) but since I only even found those things by examining it after you complained the first time, if you don't think it did anything I'm happy to go make it worse again. Consider it done! And consider maybe doing more research before you complain about something - which was done specifically to address your previous complaint - not having helped.
I'm sorry, but I feel like you're encouraging not thinking with this. If you did a lvl 3 and didn't consider that "Hey this character can low profile this. Maybe just doing it in neutral or up close without making them block first is a bad idea?"
I agree with your latter statement. Fenster already argued that it should have full hitstop like Arm. The way I had it, to try to be nice, fixes some much more powerful options that I guess people hadn't found yet. Filia can still do H DP~Gregor anyway. But hey it's getting reverted!
The next hit of cremation that is a mid doesn't happen before blockstun/hitstop/whatever it's called ends.
It does, because the hitstop from Cremation is 13f and the next hit is 8f later, so the old unblockable protection was losing 5f off it.
My only real issue with BB is "body blocking" punishes, especially on teams where you have a tiny character 4chan, squigly, crouching stuff, and they throw out a normal or some stupid special with BB assist. Both totally whiff and I go to punish and then I don't actually hit the point character and I get blown up. I'm not sure if it's fixable in any sense
It's fixable in a very real sense, by you either doing a normal with longer range or dashing forward before hitting the button. Or realizing that this might happen, and doing something else to keep pressure instead of not protecting yourself.
I know sage always talks about the blockstun on m beat extend being a lot. There was a change to assist blockstun on updo and pillar a while ago. Can extend get the same treatment?
Pillar and Updo assist blockstun was lowered in April 2014.
Beat Extend blockstun, everywhere, was lowered in November 2014. :^P
If you crouch Beat Extend, the last hit doesn't touch any character except Big Band. In that case, M Beat hitstop+blockstun is 4f longer than assist Updo/Pillar hitstop+blockstun or L Beat blockstun. I don't mind removing those 4f as an assist on both hits, but I'm not gonna reduce it by like the 14f it'd require when you're standing up.
I have one more thing I feel like asking for in this thread. Is there any way that preblock (or whatever it is) after blocking certain supers get removed? During these specific supers, you can't unback even well after the blockstun ends. Fortune's cat scratch super, BB's SSJ, Filia's/Eliza's/Double's level 3, and all of Val's ground supers (didn't check air) do this. I might have missed one or two.
It's doable, but actually pretty hard. Gimmie your reasoning.
To play Devil's advocate for a bit, those characters also get a lot of things that Big Band doesn't (and vice versa). Squigly has stancels, Eliza has Sekhmet, etc. Again, I'm not saying that he needs the overhead properties on the L and M versions, or that the abilities that other characters get make it justified, but there is a reason that a lot of people (Mike included) dislike comparison when deciding whether or not something needs to be changed.
In this case I think the comparison is fine, because it wasn't "Filia has a move that does X, so Painwheel should also have a move that does X," that is, arguing about
character differences. Instead, it was comparing a class of moves across the game and saying, "These other moves that are overheads have these different downsides, but Cymbals doesn't have any of them", which is true. So it shouldn't be overhead.
It's disjoint as hell: I think it needs this, because if it wasn't he'd just get DP'd from anywhere. (Items and divekick are not disjoint and are close-range only, Sekhmet is armored.)
It's impossible to punish: L Cymbals is -1, M is +1 and H is +3. This is on purpose because of the startup being long; having it be long startup and punishable just means it's a bad move. :^P Note that "impossible to punish" doesn't mean "leaves him at advantage", the opponent can totally move in on him freely while he's falling. (Items are punishable unless you do Fridge->Monster, Sekhmet is hard-but-punishable, divekick is punishable.)
It's difficult to get around: It's a giant move, there's not much that can be changed about this. (Items and divekick don't control space, Sekhmet is armored but doesn't really control much space per se.)
It's an overhead: So, given the other pluses of the move and the relative downsides of other similar moves, I don't think it also needs this.
--
Now...
But Mike doesn't play Updo or Pillar. :^)
Five or ten years later, coming back and pointing to this post as a bad idea will still be a valid thing to do. This is the straw that broke the camel's back, right here.
"But it's just a joke!"
I'm human, and I'm sick and tired of this crap, which I get every day in private and public messages on Skullheart, Twitter, Shoryuken, Eventhubs, etc. I don't think it's too much to ask for respect, especially from the very people I'm doing all of this
for.
I go to great lengths to be fair, and I have asked for only constructive posts in this thread because Skullgirls is NOT MY JOB ANYMORE so wading through piles of junk to find actual useful posts is a much bigger waste of time now. This Beta revision alone represents over
fifteen hundred hours of work, months of unpaid evenings and nights and weekends spent attempting to be as fair as possible so that this game can be what the people who play it truly deserve, so it can still be considered at least somewhat good in a decade. Every decision is considered from every angle, judged, and judged again, before being tried and iterated on with public testing and public feedback - that I read
all of - before becoming fully accepted. I spend days agonizing over things most people would consider inconsequential - hours of hitbox sizes, hitstun length, what does this change mean for the entire cast. I've put my soul into this game. All this despite, to this day, being told my factual analysis of other fighting games is invalid because I worked on this game that's [deep breath] just for furries and queers and is a hentai game and sexist and yet we somehow caved to SJW pressure by removing panty shots so we both should and shouldn't have done that and it has never been and will never be good enough for serious play or Evo or anything except to masturbate to and I'm just butthurt that it sold poorly* because it had nothing original in it.
I put myself hella out there on this project, and I asked for some very basic civility on a forum dedicated to the game, in a thread whose purpose is to make the game the best it can be by allowing any player to talk directly to the developer. Other communities
wish they had this opportunity. AND YET, this kind of thing persists.
So yeah, it's just a joke? Nope. It's a sign of disrespect and an accusation of bias that, however slight, didn't need to be made, and it's indicative of the attitude I've gotten for a long while now.
I had that whole response written already, which took over an hour, so I still posted it.
I know what I want to do for the rest of this Beta, which was supposed to have ended a week ago, and I'm going to do that. If you had something else relevant to say, well, go ahead and be mad at every person who shitposted in the SINGLE thread I still had to read on here.
[edit]
I don't need or want apologies, especially from people who didn't cause problems! I know lots of people appreciate what I'm doing, and I still care very much about the game. If you want to do something that'd help me, get the people who
are causing problems to stop.
* It didn't, not by a long shot. You can see on Steamspy that it sold over 833k on PC alone.