Because the change already opened up new conversion opportunities and higher damaging combos. Before you either needed j.MP or MK Bomber to convert off of j.HK but now you can OTG with Bypass which let you do less scaled combos.
dude......not even gonna try. but ok then let sekhmet rock then
What route are you using and are you using sehkmet? Just wondering?Just an FYI your corner probably isn't very optimized if you are only getting 7.8k because I can do 7.4k meterless off a c.LK that I'm pretty sure is universal and not very hard at all.
But yeah not sure why spiral got an input buffer after. It was already something like a 3f link? Not a big deal either way but yeah.
c.LK, c.MP, HK, 623MP > HP,
That's not meterless.
No but you make just as much during the combo so its meter neutral. In fact you make a little more than what you started with.
i kinda feel the same way with the Kanchou change on Big Band. I like the ideal of of having things work on some characters and not work on others. gives me more things to go over in traning mode when i'm bored.I didn't notice the patch notes until just a little bit ago, because Mike mentioned them when I was asking about something irrelevant. May as well share my thoughts here too, if anyone wants to read them.
The change to Solo health regain seems odd. It's a buff, which is infinitely better than no buff, but it just seems like the times you'll (I'll) feel the effects dropped significantly. I'll get chunk of health back for using a bar to snap out an assist, which is another incentive to do that, but I very rarely want to snap out the point. Most of the time getting a good hit means that character is dead. And if I don't kill it, I want it to stay in so I can finish it.
This'll help for trying to kill that wounded character they're trying to let heal (either from taking too much damage from assist calls or after tagging/DHCing/ACing out), but usually when I land a hit on the new point I either can kill it (v3) or my effort and meter is better spent going for the one reset that'll end with a dead character (v2). And even in the situations where I can't kill that point, I feel safer staring at a critically wounded character with an uncallable assist (cause it'd die if it gets called) than I would staring at a critically wounded point with an only partially wounded assist (cause I stopped the combo early to snap).
I know this is probably more Solobella related than Solo in general, I think some of the other solo characters can't quite kill 1v3 off of c.lk (for 2 bars), but what I know is all I can share.
About Kanchou, I sorta liked that it whiffed on Big Band. It's nice that it no longer whiffs on crouching Peacock, but vs Big Band I liked being forced to have a second combo ready. Now it sorta feels like the game is telling me "yes, do Kanchou" rather than "IDK, figure something out, there's like a million billion million different combos". But I guess that's probably just another weird me-specific thing.
Aside from that, love that Elbow feels like a usable tool now. I have a second option for an overhead, one that isn't fickle about who it hits where!
MGR losing hit invincibility seems like it'll hurt quite a bit. I was starting to get the hang of actually using it to limit my opponents actions and force them to act how I wanted them to rather than just as a mixup tool. I was using it to stop people from like wakeup Dynamo into safe DHC (which I can't think of a real non-hard-read-that'll-get-me-killed-if-I-guessed-wrong alternative to).
Damage nerf on Cerecopter doesn't bother me on paper, but it effects something else; check the next spoiler
Last thing, something that pertains specifically to SoloBella, is damage output. It's not simply "I'm doing less damage now", the increased health across the board and the reduced cerecopter damage means that the game I'm playing has significantly changed when fighting duos.
I no longer seem to be able to kill anything 1v2 with a HCH (and reasonable meter), and 1v2 I'm having a hard time killing off of a grab reset (even using DDrop, Dynamo reset into the corner). Even if there's some small bit of optimization that I overlooked cause I was already killing before, the amount of health remaining doesn't look like it can be covered with any small amount of extra optimization. This change will also force me to use non-grab resets if I want to kill anything, which'll make my grabs not nearly as much a threat (I'm a grappler tho).
Additionally, under the current beta system, HCH combo routes are almost not worth learning as SoloBella since you can't kill anything with them that you couldn't otherwise. Even with characters who're already injured, it doesn't seem like a very large margin that you'll need to know a HCH combo for. The only difference will be if you get a HCH after they've been caught by a stray hit or two, as after a combo (even a short one) they'll die to a full NCH combo.
Why are you getting so offended? Did you just discover the internet yesterday?
I'm just maybe a bit frustrated. All these Skullheart changes to promote gameplay discussion, as foolish as I think they were, and this is still the first response to me going out of my way to post legit gameplay analysis.
I think Mike is keeping the bypass but doesnt want her doing so much more damage with consideration to rest of her tools.
val could always hit 8k midscreen with assists. Corner damage she can get upwards of 8.5k and higher. So i dont see why bypass has a damage issue since its not adding anymore past that without vials. The only area the damage might be high is on stray hits with bypass, which in itself is a hard read. On block its either death, or disadvantage after scalpels and val would have to guess the mixup (grab or hit). Should a tool used in a really risky way not deserve at least a decent reward?My view, and I could be way wrong here, is that new Val hitting close to 8k mid screen became PW 2.0. They generally fill similar roles and have similar weaknesses, and their dynamic was that Val had better mobility and full screen confirms while PW had better damage. Beta warped that leaving me wondering why you'd pick up PW over Val.
This is obviously a bit overstated, but I think it works as a summary.
val could always hit 8k midscreen with assists. Corner damage she can get upwards of 8.5k and higher. So i dont see why bypass has a damage issue since its not adding anymore past that without vials. The only area the damage might be high is on stray hits with bypass, which in itself is a hard read. On block its either death, or disadvantage after scalpels and val would have to guess the mixup (grab or hit). Should a tool used in a really risky way not deserve at least a decent reward?
Honestly, I apologize for that. Came off too dickish. I'm just okay with solos having to put in slightly more work to kill. Though the benefit of running solo is supposed to be damage so we'll see how that works out in the long run.
s'all good.
It's hard work already getting in on people solo, it's not like we're willy nilly easy peezy getting TODs. Actually, I'm not even sure how many other solos can kill at which ratios.