Ok here are charge-move caused input hassles I've had:
1. Parasoul charging db, trying to Toss, ending in UB ([1]2147K): Getting Quake/Trigger/Pillar
- This is actually my most common input mistake, as quickly flicking a QCB starting from downback often has me end in UB accidentally
I think this is fixable without breaking anything by giving Toss priority over Pillar?
Pillar would still happen on [1]47HK (as this is not a full QCB), and most times when going from Down/DF to UB (whyever you would do that) eg [1]247 or [1]257 as again, neither of these are proper QCB inputs
All -that I can see- this changes would b [1]2147K and [1]232147K, and I don't think anybody uses either as a Trigger/Quake/Pillar input ever?
2. Parasoul getting Egret/Tearshot after charging, then trying to Dash-Button
- Probably the most well known one. I already do [4]664P, but I still have this happen rather often.
I did think one could fix this by just forbidding charge moves to come out, but aye that would block out 646P "quickcharging". Umpf.
One could probably do this for K? as in, 1/4K can never give any Egret - since Quickcharging after Egret is far less of a concern. But that leads me to the next point..
I don't really like [4]3P not giving Tearshot, if alone because then I get used to this but still have the same issue with standing normals :/ <- same thing of course then for 1/4K vs. 1/4P.
I don't know if it would be possible to do something like "4P can't give Tearshot if you are in the middle of a dash"?
I presume not, but that's the only other solution I could come up with (as this is a problem mostly centered around minidashes).
3. Parasoul charging - getting Launch into Tearshot instead of Launch into UF-jButton
- This is a silly one that mostly pops up when I'm 3/4 asleep.
I don't think this one is really an issue, but yeah "UF doesn't give Charge Normals" also fixes hilary's mention (of DB into UF Airthrow; woops Trigger), so that seems nice
The only thing I could see this "break" would be [AA cHP, delay 9, confirm hit/block/whiff, minidelay HK],
where you go from AA Launcher into Upforward to combo, and on block/whiff you cancel the cHP into Pillar as a 2nd AA.
I don't know if anyone does this / it's too hard for me, but I presume possible for a good player?
4. Bella dbcharge into DDrop - getting RunStop
- This is again decently common
'twas the original complaint; will happen when pushing the buttons a nudge too early (very late 23 LPLK 6 still gives DDrop) -
where normally negative Edge would come to the rescue, in Bella's case you get a Run-Stop during the DF part and then the 6 just gets ignored.
DF not giving charge moves should be fine for her I think? Don't know what it could break..
.. other than of course, sloppy Run inputs.. and we don't know how common these are, yet. I could see eg [1]3HPHK6 being a decently common input mistake?