Though I'm sure other moves could also benefit from turning into overheads *cough* Filia/Double c.HP *cough*
Sure. I'll make them both 25f and overheads and then EVERYONE will complain because they will no longer be comboable. :^P
Also Robo's s.HK didn't "turn into" an overhead, it didn't exist before.
Is fine. It still might not stick, hahahah, but I evened it out so all the shadows are created on the same frame.
For the sake of interest, what was wrong and how did you fix it?
THAT bug was that just calling the chair was setting the "it hit in this combo already" flag, but if it didn't hit you were allowed to call the assist again, but when you did that the animation actually checks and said "It already hit before wtf" and didn't create one.
Hey, check out my signature. :^P
OK, got it! Easier way to reproduce the same bug:
Point Eliza, combo with divekick (or chair), do not use assist, tag or DHC and continue the combo, then call that same Eliza move as an assist = she comes out but anim says "you already used this!" and nothing happens. This is the only case in which you even allowed to get Eliza to do the summon twice in the same combo, so I guess I am okay with allowing it to work instead of break.
You basically did a setup that ended up counting as "the same combo" because Horace hit armor, Eliza got hit, but neither point character was touched, which is really weird. Your setup:
Call Eliza divekick assist vs H LnL assist so that Horace hits armor and Cerebella then hits Eliza, but neither point character gets touched. After that, the next combo Eliza's team lands he counts as "already used", so if she becomes point she can't call him at all and if she is assist then...that happens.
Either way, gonna fix it now.
The heads called by Robo Fortune don't actually follow Robo Fortune if she's tagged out.
Yeah, I know. They will eventually work the way you think they're supposed to.
This. I've always felt that peacock needed number nerfs more than mechanic changes.
She has crazy good corner combos thanks to the ability to cancel c.hp into s.hk. Plus argus scales well and best meter gain and all that.
Argus does 500-800 less damage scaled vs retail. And like I said, I don't as much mind things that cost meter, since you are spending meter. But let's examine that corner combo bit...
Corner starting from c.HP, [c.HP->s.HK xx L bomb]x2, c.HP->s.HK xx L bomb, c.MP->c.MK->c.HP->s.HK xx L bomb, c.LPx2->s.LK->c.MP->c.MK->c.HP->s.HK xx guns does like, 6.9k. Adding Argus in Beta does like 8.3 for 1 bar.
That isn't "crazy good" for a corner combo by SG standards, even for combos starting from c.LK, which this one doesn't. And it requires Peacock to have cornered you, which means Peacock having rushed you down.
Making the last part s.HK xx Lenny, Argus gets you 9.2k for two bars, and you get hit. Making it s.HK xx item xx Argus, drop item, Argus - which triggers undizzy btw, so it isn't valid - gets you 10k, which is still only a bit above average for 2 bars. If you get a Road Roller, which makes it a valid combo, you get 10.5k.
Anyway, what's the usual time you're have to wait between an assist leaving the screen and being able to DHC to that character? Asking because if I go into Alpha Maul while my Band assist is taunting, I just can't get Beowulf to DHC tag into Band, so I was wondering if I might just not be waiting long enough.
Taunt assists all lock the character out afterward for the same time as if they were hit, but they also do not count as having used your assist during that combo. So you have to wait extra time after using one, but if your combo continues and they clear lockout then you can call another assist after a taunt.