Why isn't anyone talking about being able to DHC after a taunted SSJ?? THATS NUTS! Not only are we talking crazy damage options now but you can toss one out just for the insane chip into a safe DHC if you want. Serious point BB buff.
The last hit isn't a true blockstring from the punches, and it's extremely easy to PBGC at any point, so you really don't get any more of a safe DHC than you did before since you pretty much have to DHC during the punches. And the last hit adds exactly 632 damage.
cause most of the damage of tuba tuba is in that last hit and well not being able to to dhc from it kinda nerfed the whole combo and the damage you could get from it.
Again, the last hit adds exactly 632 damage, because the punches always fully scale. The rest of the super does 4600+. So no, "most of the damage" is not in the last hit. :^P
Robo Fortune's HP Laser can't be pushed block until the last hit
It'll get fixed.
Would it be too silly to try a timer for Double's LV. 5 on her Tension bar like there is for Band's Satchmo song timer? It would help a lot to see how much time I have left for Gradius shenanigans.
I will see how possible this is! Although getting hit would still lose you the rest of the meter.
I made a list of ways to counter Beo anti air super
Post-flash? Why are you spending meter?
If he was close to you...
Meterless:
Filia/Fukua s.HP hits it, and they can jump-back or superjump-back j.LP into a full combo punish.
LP Updo hits it.
Excellabella hits it.
Dive Of Horus hits it.
L Beat Extend hits it.
Fortune can jump back and j.LP for a full combo punish, she doesn't even have to superjump.
Parasoul can jump back j.MP or sj back j.MP.
Double can jump back j.LP into either j.MK or barrel, or superjump back j.LP into anything, for a full punish.
Requires meter:
Squigly can LH SBO for a full punish.
Valentine CAN sj back into autocorrect Flatline but it's not easy to time.
S.O.L.:
Peacock can't punish unless she already has an SOID, but Beowulf is now a full screen away from her which is enough of a 'punish'. ;^)
I was going to write a long response to this, but I have other things to do. Let me summarize:
- This complaint exists in pretty much every game with airblocking, at various skill levels.
- I am fine with people complaining about a defensive tactic, since that is not an often-seen thing and it means defense is viable. Especially in a game with such a focus on offense. Similar to how people complaining about both Filia's rushdown and Peacock's zoning being OP is fine. :^)
- If your opponent is doing something predictable you can ALWAYS outplay them, and if a tactic has high reward chances are you can predict it will occur.
At ranges where grounded lows hit, upback still glues you to the ground. THIS IS NOT THE CASE IN
ANY OTHER GAME. In any other game, if you have a low that is slower than jump startup you CANNOT prevent people from upbacking. That right there makes upback weaker in SG than in anything else, even games where you can't airblock ground hits, because you get a full grounded combo.
As well, every character dashes forward, and dash-jumps forward, much faster than every character jumps backward. So if your opponent is just upbacking you can catch up to them, with everyone.
Upback at 1/2 or 3/4 screen is a kinda ridiculous complaint. That's just as good in every game, and just as good in Retail, as it is in the Beta (minus the fix for getting randomly hit by assists or projectiles) because nothing was sticking you to the ground in any case.
The rest of your arguments (airthrows are techable, etc) require playing from the defender, so I don't really care? At that point the defender is playing, and can be outplayed.
There are multiple ways to beat chicken-block->ground attack from the air.
And lastly, if the opponent jumps back and then jumps around, they're coming at you FROM THE AIR so allllllllllllllll that stuff you just said about how crappy air attacks are vs upback now applies to them against you! If upback being good makes jumping around worse, then it also makes the result of upbacking...worse.