Since your complaint, the following people have posted:
MrPeck, Dekillsage, Dhoppler, Woofly
Woofly didn't really comment on anything and does not play Peacock
Are you bad at counting or am I missing something
Youre missing something. Probably the fact that i counted peanuts "like" on pecks post... Or something...
Riddle me this:
Why should
1) Something that moves you (Upback) not move you when the opponent is pressing a button three screens high in the air
It shouldnt. But im not talking about marvel superjump heights like the above hyperbolic statement. Im talking about single non super jump height. 3 screen height isnt even properly achievable in sg outside of painwheel mirrors and even then neither character is on the ground.
2) Something that blocks High (Upback) lose to things that are Mid/High, just because they are a projectile/assist/far away
I dont think these should "lose" to those things mentioned, but thats not what im talking about. Im talking about jump guarding moves that they would have previously been forced to ground block if they were holding upback. Also note, this was easy to get around previously by jumpjng forward and then blocking... No lockdown on the ground now, but you open yourself up to an airthrow. Its dynamic, requires actual thought, requires actual ability to space and make proper decisions based on differences in space. Not an all out get out of jail free card from midrange like it currently is.
If someone jumps back every time you jump in, they are in the corner after two jumps and can't jumpback anymore
True, if all they do is jump back. But if they double jump backwards, then jump forward and emptyjump plus assist, they dont corner themselves very quickly if at all. Also, if they jump forward from far out of range, then land, they can now jump out of ANY aerial pressure as they land. Except for airthrows.
If they don't, the only real difference is that they don't get hit anymore randomly (by things their input should block, and not something the attacker planned for) and that you have to think about pressing your buttons a bit, rather than always coming down with some high active frame disjointed normal that they can't do shit about
The only normal that ive ever felt anywhere near "cant do shit about" is bellas j.mp. No other normal has ever made me feel like i didnt have a dynamic choice of options for beating it. So i dont know where that last point comes from. I rarely if ever feel helpless in sg.
Why are Peacock and Fukua -aka the characters who gain the most out of projectiles randomly hitting upback and have subpar mixup tools (look at those Peacock lows!)- supposed to be the ones benefiting from this change the most, exactly?
Because they can still make upback block chip damage and can force upback to come to them and no longer be upback...
E: Look, a basic example is Parasoul
Previously she would jump in with jLP-jHP
If you tried to upback, 12f active jLP would glue you to the ground
If you tried to AA with a normal, most of those just lose since the jLP kinda got an incredible hitbox
So the attacker does 7LP and your defensive resources are
- Block then pushblock (not really helping you)
- DP (kind of commital)
- DP assist (less commital but still rather risky)
Now instead, the Defender has the option to upback, blocking the jLP in the air, and if Parasoul autopiloted the jHP chain she will get punished
Do you really think this is less dynamic, more braindead, what have you.. just because the attacker has to actually think about anything rather than pressing good air button and yayyyyy
My answers to that pre this upback change were:
Duck and punish the wiffed j.lp
Out range the j.lp
Jump forward into the j.lp and then pushblock it
Anticipate it and airsuper it
Jump forward into it and call an assist while blocking
Double jump over it in anticipation and pressure parasoul on her landing and since parasoul cant double jump, its a pretty good answer.
And last, some sort of grounded AA though that was really uncommon. The biggest thing was to just play spacing games with it and punish like that. The move is good but it never seemed that oppressive to me.
Also, as an aside, peacock has some REALLY good reset mixups, and as has been shown by sage, so does fukua.
@peck
You make a good point about not being able to glue an opponent down because that is "to easy" a way to start offense.
But:
Peacock and fukua can start their offense via a simple jump fireball from fukua, or a jump back j.hp from peacock... These are the EPITOME of non commital ways to start defense/offense.
So, dint take this the wrong way, but i find the "to easy" argument to be false on that basic level, and further, jumping backwards is about the easiest thing to do in the game and is much easier than gluing an opponent down to the ground via a jump attack. At least with the jump attack you can jump towards it or neutral jump, backwatds jump is non punishable if you dont already have near point blank proximity, so its like the easiest thing out there.