Can confirm. I play Peacock, I am most fraudulent. King Fraud on shit mountain.
There aren't any simple solutions. Painwheel's air options beat yours and she can cancel into buer or flight if shit hits the fan. Your only options are to bait with Draugen charged, cast SBO and rush in, or use an assist.Excuse me butting in. Maybe this isn't supposed to be a good strategy, but I always see Painwheels doing that multihit flight thingie, it has superarmor and goes straight through whatever normals I throw out including Squigly j. HP. She seems very difficult to air to air, or is there some simple solution I am unaware of?
Excuse me butting in. Maybe this isn't supposed to be a good strategy, but I always see Painwheels doing that multihit flight thingie, it has superarmor and goes straight through whatever normals I throw out including Squigly j. HP. She seems very difficult to air to air, or is there some simple solution I am unaware of?
.... Are you aware of how armor works?
Squigly's j.HP has no armor and no disjointed hitbox. If it were to trade with a move that has armor, she'd be put into hitstun while the opponent wouldn't. j.HP could do 30 hits and end in a Harry Potter Movie Marathon and it would still lose to armored, invulnerable, or disjointed hitboxes just the same.
Oh, my mistake.@KhaosMuffins
Painwheels j.hp armor does go into the first active frame. But only if the move is fully charged. :)
That's my point, though. Squigly j.HP is a gigantic green hitbox that also happens to have some red in it, and it'll never beat another attack. It trades at best, and loses to any non-vulnerable hitbox. The amount of hits is irrelevant, the size is irrelevant, and the conversion possibility afterward is irrelevant. The move cannot counter-hit an opponent. It's a losing proposition, and suggesting Squigly be in the air before or more often than the flight character is kind of laughable.
Thus, I suggested ways for Squigly to get in, like the guy initially asked.
While it's true that Dime posts hilarious amounts of bullshit, are you sure you're the right person to criticize that?
You bitching at Dime for a correct claim, me backing it up with FrameData, you disappearing from the thread afterwards
I'm not going to start
Where you don't understand a basic concept on how to set up a fuzzy after throw and bitch at View condescendingly, get smacked down, then disappear from the thread
Where I list you the complete frames 2 posts after and you blatantly ignore it, continuing to bitch at Dime afterwards when you're as wrong as it gets
I can't even begin to believe this statement unless you're running off semantics arguments and go "Pillar xx Bikes is 100/100 on an easy scale, Updo xx Gregor is only 99/100, so it's harder"
Aside from your frames being wrong (which you would notice if you actually played the game), none of these three is an instant overhead in the first place
I'm not going to start on the reliability:theoryfighter ratio of this statement
Instant overheads are all aerial attacks. And it's not even nearly fast enough to be "instant" at 20 frames compared to, say, jump startup + 4 frames in Marvel 3 (Wolverine's instant overhead). http://www.option-select.com/strategy/article/?a=12#instantoverheadThere's no way you're going to convince anybody that Parasoul's forward+LP isn't an instant overhead.
You make a lot of other radical claims (like how you posted the frames for jump startup and minimum height, which you didn't) that are all trying really really hard to legitimize being contrarian to me.
http://www.option-select.com/strategy/article/?a=12#instantoverhead
Are you fucking retarded?
Jump startup = 4f
Minimum Airdash height = 5f
Airdash startup = 0f
j.LK = 7f
16f total. There is no startup on dashes, I dunno what you're on.
Parasoul's 6LP has 20f startup
If you don't believe me, how about you test this yourself?
Training mode, select opponent team Filia/Parasoul.
Put Filia in front of your char, put her on record, walk back a step walk forward a step, IAD j.LK.
- Try to block this.
Put Parasoul in front of your char, put her on record, walk back a step walk forward a step, 6LP
- Block this.
Parasoul's overhead is miles and ages easier to block.
There's no way you're going to convince anybody that Parasoul's forward+LP isn't an instant overhead.
You make a lot of other radical claims (like how you posted the frames for jump startup and minimum height, which you didn't) that are all trying really really hard to legitimize being contrarian to me.
That's my point, though. Squigly j.HP is a gigantic green hitbox that also happens to have some red in it, and it'll never beat another attack. It trades at best, and loses to any non-vulnerable hitbox. The amount of hits is irrelevant, the size is irrelevant, and the conversion possibility afterward is irrelevant. The move cannot counter-hit an opponent. It's a losing proposition, and suggesting Squigly be in the air before or more often than the flight character is kind of laughable.
Thus, I suggested ways for Squigly to get in, like the guy initially asked.
So I just want to say that Broken Loose is actually right and you guys just misunderstood what he was trying to say. While everyone was talking about how PW can't armor through Squigly's j.hp Broken was talking about how Squigly's j.hp does not beat PW j.hp when it is already out. So basically who ever puts j.hp on the screen first wins in this situation..... Are you aware of how armor works?
Squigly's j.HP has no armor and no disjointed hitbox. If it were to trade with a move that has armor, she'd be put into hitstun while the opponent wouldn't. j.HP could do 30 hits and end in a Harry Potter Movie Marathon and it would still lose to armored, invulnerable, or disjointed hitboxes just the same.