Icky
工 レo√乇 ㄚo∪ ღ ツ
- Joined
- Sep 3, 2013
- Messages
- 1,169
- Reaction score
- 1,086
- Points
- 113
- Age
- 32
- Location
- Lonely ole Rhode Island
- Steam
- Ickybonez
Oh, I forgot to check the intro quotes.
If this is true, it affects Peacock GREATLY, as it gives you back assistless combos after Airthrow when the Airdash is used up.
Previously in the Beta, something like Launch > jLK ad Airthrow would not allow you to combo, since you needed to do something like Airthrow > jMK ad jLK to get your hits after it.
Play everyone like me and a friend did. Set health to 1 pixel to hear the new loss quotes.
I just hope the character specific match-up lines get weighed more heavily to appear way more often. Currently, it feels like they're just totally random and they sound more interesting compared to the generic stuff like Filia's "Who are you?"
Is this a bug or deliberate?
The 100% superjump with no movement is the one that should stay
I actually heard something about that line today. It was vs Cerebella. I think it was a winquote. She said something that made no sense at all about Cerebella being a traitor.
Do you dislike it due to what it does to the neutral, or the combo changes, or both?
Personally, it doesn't feel like skullgirls to me and the game doesn't feel like it was designed with this sort of thing in mind. Most of the moves don't really "work" when players can just fly away 60 miles above them, it invalidates assist calls in neutral other than a few exceptions like Eliza's Horus Dive thing. there's also some really dumb shit: example, Fortune can go so high that you can't see her head, then she can double jump, then she can air dash, then she can axe kick, all while her head is doing god knows what below her.
Things I don't like with super jump change: The entire rest of the game wasn't designed around dealing with super jumps that are so high. There aren't enough things that interact at superjump height, or go vertically enough up or down to interact with height differences better, so it just means that characters can ignore basically any Non-item drop assist and any Non-Item drop zoning tool as long as they super jump, with the extra height and extra movement included.
it invalidates assist calls in neutral other than a few exceptions like Eliza's Horus Dive thing. there's also some really dumb shit: example, Fortune can go so high that you can't see her head, then she can double jump, then she can air dash, then she can axe kick, all while her head is doing god knows what below her.
Yeah, but Captain Corridor was so good that it made Commando playable. Also, people had other options like Hail Storm.I'd like to remind everybody in the thread that, out of the major assists that see a lot of competitive play in Marvel 2, two of the most powerful of them don't cover super jump height at all, Psyblade, and Sentinel Force. There's also Molecular Shield.
Captain Corridor and Gene Splice were the only ones that were really effective at super jump height.