IsaVulpes
Just Throw
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- Sep 3, 2013
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Cynical playing Filia while BLoose plays Val, else both of them would try to lose
Cynical playing Filia while BLoose plays Val, else both of them would try to lose
I kinda think Broken Loose's Valentine is better than his Filia anyways
Hilary said:
Doesn't work at all. J.hk's second hit doesn't hit grounded opponents, meaning that j.hk -> ADC -> whatever move isn't actually a blockstring; someone could just do s.lp or call assist to beat that every single time.
COULD but deal with val assist call 2 frames before j hk. if you block the j hk you're back in defense and if you block the assist you're still up against val doing Iad's and what not
Yes, lets spend a meter to do something that's unsafe (airthrow beats Scalpels) and not very good even if it hits.
this is assuming that val did an airdash otherwise she converts. airthrow doesn't beat scapels people can tech. either that or the frame adv is highly varied
Uh... what? Her air normal priority is sub-par. If you want characters that can push high-priority buttons from up high, look at Parasoul, Bella, or Squiggly.
i'm not talking about air priority in your sense.
barely ANY normals go above so whoever is higher will have advantage
Her ability to call assist from that height and then spend like 5 minutes falling, by which point you won't be in blockstun anymore with pretty much any assist other than a dedicated full-on lockdown.
talk to bomber M.
Nah, everything except her movement and mixup is. Her normals don't actually control any space (seriously guys, j.hk doesn't cover the area directly in front of her like at all) and are slow as shit to come out; her projectile is fucking -9 on block (and, even loaded, it's still -1); her defensive options are only barely better than fucking PW or Squigly.
her projectile might be the case however does anyone punish it? and does anyone punish it after val does double jump w.e?
J.hk is almost entirely terrible; You'll see Val's use it because it's her best option (that is, her other options are even more terrible), but it can't be used on offense at all since it's unsafe on hit unless you ADC it and it's slow as hell to come out, and it's pretty bad on defense as well because it doesn't actually control space very well; sure, those limbs have long range, but there's a big-ass area in between them directly in front of her where she's completely vulnerable. Oh, and for the move to actually work right, you have to get both hits of it, which means being close when you use the 17 frame startup move.
Was actually a response to Dreamepitaph, should have quoted haha.
I don't think people are forgetting that?
Parasoul j.lp beats it clean at round start. I imagine a lot of other good air normals would, but I'm not about to jump backwards and hit a button against, say, Peacock. There's no shortage of moves that start faster and will punch right through it while it's active, as long as you hit in the "center" part of it, not the arms.
Because with Squigly often getting that charge is optimal.Getting the head back doesn't seem all that hard. You just force somebody to block your assist and then call it. If you don't have some kind of forward moving assist you're probably in trouble in that department, yeah, but I don't see how its all that different from trying to get space to get a stance charge with Squigly. The main difference being that you can move around (slowly) while charging your stance and putting the head back on from full screen is little bit longer but head-on is significantly faster than a stance charge when the head is close.
Getting the head back doesn't seem all that hard. You just force somebody to block your assist and then call it. If you don't have some kind of forward moving assist you're probably in trouble in that department, yeah, but I don't see how its all that different from trying to get space to get a stance charge with Squigly. The main difference being that you can move around (slowly) while charging your stance and putting the head back on from full screen is little bit longer but head-on is significantly faster than a stance charge when the head is close.
im pretty sure he was talking bout val. . .
Yeah that was talking about Val. Fortune pressure is absolutely nuts, but that's her thing. I hope Cynical doesn't think Val's pressure should be as good as Fortune's with everything else she has...
no
No, it is I think -9. LK Bypass is -4 though. Which is "effectively safe", can't normal punish it but a lot of character's can super punish it, usually for not much though.
okay, let's give painwheel a parry
she already has one, but it is being nerfed, poor painwheel always getting nerfed
- Light Bypass is made safe on block, so you can always cancel into it and keep your pressure up.
- You can tech throws after air Scalpels.
- s.MP is safe on block, with the second part having frame advantage.
- Give j.HP and j.HK disjointed (non-vulnerable) hitboxes above Valentine to improve her air-to-air game.
- Make it so you can cancel into full combo on hit after air Scalpels so she always has an invulnerable reversal option that "turns the tide" like Gregor.
Would those change your opinion of the character?