@Mike_Z You're seriously punishing the majority of your fanbase because someone said something stupid and then wouldn't listen to you?
Please don´t "punish" the rest of SG community
You think I'm punishing the majority of the fanbase because I don't want to read some BS that isn't contributing anything?
If I ask people to behave constructively and they don't, then I will remove myself. It's not punishing you, it's preserving my sanity.
I have a list of fixes and I have my same rational approach. Game balance isn't suddenly going to disintegrate.
this is why I'm afraid to post anything. Is there some sort of unspoken rule that we aren't supposed to talk about balance? I'm not a top player but I play a lot and I'm planning on playing SG for a long long time, and I'd like it to be the best game possible.
Talk about balance all you want, but don't insist that X thing is broken or OP just because YOU can't fight it. (You didn't do that, but that is the major problem here.) Objective analysis is helpful, personal complaining is not.
You should be ecstatic that people debate the mechanics and elements in Skullgirls so enthusiastically
I am ecstatic, but I absolutely do not need to have people keep requesting changes because they are playing badly,
after I explain that there are not going to be changes because it is possible to play better.
It's a two-way interaction, and it's that stuff that bothers me, when it is not an actual discussion. It accomplishes nothing.
Sekhmet is extremely rewarding if you play badly against her. She also costs a resource, so I don't have a problem with her being rewarding, and in a lot of situations she can be punished super hard.
If there is more non-constructive complaining to be done, take it elsewhere.
I think if Sek does a move that's -9 on block like s.H she can't possibly avoid a reversal snapback because she's too minus. Pressing buttons can't CH the snapback and even though she recovers in time to return to neutral.... she still can't block it even if it isn't technically a "punish", she can't move fast enough to get out of the way either.
QFT. That was my point, she can't avoid or counterhit a snapback punish, even if you are too far to throw.
"Sekhmet costs like half a bar to do two mixups that may cost the opponent a character.. btw if you want to counter her, you can always just spend a full meter on 0 damage" stays a riot btw
If you want to counter her, there is an option which 100% works to do that. It's up to you to use it or not, along with other options like just running away. Don't be obtuse.
Hurting Hurl is very comparable to Fortune Headroll (safe reversal, throw vulnerable, makes you 'switch stances', allows combos on hit, long startup,
Cat Strike originally was completely invincible, which was the main problem.
Fortune can command the head immediately afterward, while she herself is able to block. Followups were originally a blockstring with a 2f gap, not enough to attack out of.
She can also recall the head at any time, and do things with it.
It is also not very easy to chicken block.
Immediate LP from Fortune is now a 7f gap, and she can still cover herself with the head, etc.
H toss places the chair a full screen away from Beowulf, and he has no way to get it back aside from moving to it or tagging out and back in. This alone is enough of a difference.
The placed chair doesn't aid him in any way. Beowulf takes extra chip damage without the chair, and loses his meterless reversal. This alone is ALSO enough of a difference.
It is easily chicken-blocked, in which case he is fully punishable.
Immediate c.LP from Beowulf is a 5f gap. This is fine. Were that to be increased to a 7f gap, it would not make enough of a difference to be noticeable, since he is still not punishable unless he sticks something out. It might make you mash after blocking more, I suppose, and get CH by Arm more. :^P
Heck, even if you pushblock it, he's just farther away from the chair.
So no, I don't think it needs to be changed.
Also was there ever an answer as to how bursts would work interact with decap attack before the change that allowed the opponent to hit the head out of decap attack? I'm just really curious why the the head would still do something when the burst would hit decap attack but then go into cooldown mid attack before the change.
Yeah, I explained a while ago. Since decap attack couldn't be interrupted it acted like it made contact with you and just put the head into regular falling anim, so it didn't incur any penalty.