@worldjem
I do not think teams should get a guaranteed oki situation after snapping a Solo. You already removed all red health and can tech chase, I do not also wish to reward you with a guaranteed pressure situation vs an assistless character. Heck, ignoring red life entirely, if you could do that it gives every character oki after every combo vs a Solo.
Allowing the Solo to not be comboed and tech is the closest analog to what the Solo gets for snapping a team, IMO, considering the other imbalances.
Dickishness aside, outside of ToD's you could get against solo fortune when you snapped with certain characters, I honestly don't see a reason to not get OTG back though.
Snapping a character on a team ends your combo and gives you an incoming situation. Snapping a solo letting you continue the combo allows a full combo, remove all red health, and burst bait or reset afterwards. That's much better, they don't have two or three red health reservoirs, and they don't have assists to help them afterward.
Can Parasoul get a buffer for L tearshot links?
L shot is +11-12 at minimum. Linking into an LP is 5f, LK is 4f. I generally give a 4-5f buffer, so she already has the same window as other characters that got help. Other link-buffer spots can't link into Ms so I don't have a problem with Ms being (at hardest) a 1-2f link if you want to go for them.
The timing is the same after doing the move in all cases, as well. Squigly's divekick has a longer buffer period because the timing can vary based on height.
@fenster
Tearshot hitstun is not different when used midscreen, projectile travel time matters.
Any chance of an input buffer after Valentine's Savage Bypass to make the air dash links easier?
The existing buffer windows explicitly
don't apply to dashes, just attacks. And generally for continuing after Bypass you have to delay the dash so they fall. A buffer ain't gonna get you much with that.
(See also: Stick dashes have a built-in up to 10f buffer if you hold the 2nd direction.)
I'd like bigband to be able to punish a parried burst.
No way! As stated, launch->parry is too easy, so is land->parry. The difference being, in order to burst bait currently you (usually) have to drop the combo by jumping back or whatever, since parry inputs don't make him do anything you do not have to drop the combo and could totally OS parry/airthrow.
Val has to spend 2 bars to guess and do it.
also can pummel horse be an assist now?
Eeeeeeeeeeeeh no. Still gives you two poison loads and an HP followup. But good thought.
edit:
@Mike_Z LOL hurting hurl as an assist doesnt add undizzy
Neither do any other assist projectiles.
Getting dynamo after a character died even though it wasn't necessary -> Incoming character jumping in and killing me is something I do not want to happen v-v
That's a PEBCAK case, though. You're used to doing it anyway because the input would get eaten, get un-used to it and learn when you'll kill. It's unlikely life/damage are changing any further, you can do it sage!
@Dime_x
I tested
everything, including "drop inputs if you kill the point character but no assist is out" and ALL of them led to worse outcomes in some cases than just not dropping inputs ever.
Ex: If you kill point character but assist is coming in, you were only hitting one. If you kill point but assist is in and has not been hit yet, you were only hitting one. Etc.
The worst thing IMO is inconsistent behavior, because it will be wrong sometimes, and those will be bad times.
So in the case of consistent behavior I vote for not dropping birthdays, which is not something you can LEARN to fix, rather than accidentally supering after death, which is something you can learn to fix. I also really liked not supering after someone died saving you the meter etc, but the tradeoff isn't worth it.
See also - supers have hitstop because the flash is only supposed to be aesthetic. Death should not drop inputs because the slowdown is supposed to only be aesthetic.
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