Broseidon Rex
POWER UP!
- Joined
- Sep 3, 2013
- Messages
- 1,747
- Reaction score
- 2,243
- Points
- 113
- Age
- 35
- Steam
- Will Drop For Diamonds
- XBL
- Broseidon Rex
Ich kann blitz als Bella zu reflektieren
But enough translate, why do you want to hit me?
Ich kann blitz als Bella zu reflektieren
Fortune can Nom>Runup>Meterless followup
AD cancelled jMK doesn't trigger preblock and has always hit upback, so yes - with it now being a high, it would beat both 1 and 7.
Delay highs to hit my poor Parasoul out of Pillarcharging are evil!
It took me a long time to realize this too. I think it's spacing dependent, it's tough to recreate on demand in training mode.
There actually aren't a ton of ways to do this for 2 bars even with a team. For 3 bars you get a lot of options (Car -> Opera, SSJ -> Hatred Install, Cat Heads -> link Car, Hustlin Rocks, Parasoul level 3, Lady of Slaughter (whiff) -> BFF, probably something else I'm forgetting) but for two bars I think the only option was Gregor Samson. Personally I really like it if only because people like to tag from full screen and just take the Argus punish since it's not that much damage anyways. The Lenny -> Argus thing gives a strong disincentive from doing that, at least if Peacock has two bars (and let's be real, why wouldn't she).
I think if it was a hard knockdown you wouldn't be able to combo j.MK into Argus anymore. If it's a hard knockdown and it otherwise works the same as right now, then sure, but I don't think it would.full combo from airgrab with some assists, pre charge item with some assists, but solo can't do that much.
i don't mind teams having more combo posibilities since solos do more damage, thats why i'm wondering of a way to make it more useful for both parties solo and team. hard knockdown so solos can try a mixup and team parties able to precharge and item and hit with it before they touch the ground or something (though i dont know if that would be possible)
thats why i want to experiment with that.
This is accurate
i know it wouldnt work, im thinking of using it as ground throw, though you can argus from ground throw.
I guess that would be fine. It would basically be a ground grab but in the air. Actually you can combo off ground grabs if you have an item already charged too, even though no one ever does it, so the comparison is really strong.
yeah and solos wouldnt have air grab full combo unless in corner.
Thank you for pointing this out. We're all spoiled.
Doubles raw tag flies in from the side and damn that bounce is pretty fucking Y = 99999 X = 0.
Actually I believe losing both her teleport+assist and comboing after a throw result in her having much fewer mixups. It's not about being a one-trick-pony, I've already been able to hold my own without the teleport+assist and was ready to accept that change. And yes she still does have mixups but the main problem is starting a combo in the first place. Against Sage it was either from airthrows or soid confirms, but now it's soid confirms and spending two bars to confirm from stray hits. I've always been conservative with my meter as Peacock, only using it for the kill or when I'd bring the opponent down to chip/argus range, so I suppose it's only natural I feel needing to spend my resources for my main combo starter and for weak damage as a situational option, not my go-to option.Hi. Lemme be straight here - if you think losing teleport+assist mixups results in her having "little to no mixups" then you need to be more than 1-trick pony, second at Evo or not. (Go read the responses to Fukua losing crossup fireball combos and compare them to your argument here. Your stance strongly serves to justify that it's too strong as it is because it overpowers all other options, heh.)
She has IAD overheads, she has lows, and she has throws. There are mixups, ALL of which can lead into 7k+ and them being fullscreen again if you so choose, or up close with a held SoID.
j.MK (overhead that you can land-cancel!) + c.MK (faster low) or another j.MK, is a mixup. Hell, you can do a falling j.MK then land and throw them before the MK, which is still coming, even hits!
Having a held MP SoID makes everything up close even scarier, and being able to convert throws or any stray fullscreen hit into a full combo if you want...man.
I think you're very much glossing over the strength of 2 bar Lenny Argus, and you are entirely wrong about it not being a thing you'll want to do except to kill. I do agree about the lower damage on Lenny not being necessary, though.
As for chipping you to death...she's a zoning character, that's what zoning characters do.
Since we're sorta just throwing random things out there with little thought and seeing how it goes I'll try too!
Parasoul sniper shot vs airborne opponent doesn't make them fly away and tech, instead:
- Giant ground bounce like air to air 4HK, or Double raw tag etc.
- Falls to the ground after they are no longer frozen in the air from the shot, and performs crumple.
- Falls to the ground after they are no longer frozen in the air from the shot, hard knock down
Basically I wanna be able to shoot some dudes jumping in at me and put my shades on as I do it, and get some mix up after, or a combo.
(⌐■_■)b
How can you suggest these things instead of the true one:Parasoul sniper shot vs airborne opponent doesn't make them fly away and tech, instead:
- Giant ground bounce like air to air 4HK, or Double raw tag etc.
- Falls to the ground after they are no longer frozen in the air from the shot, and performs crumple.
- Falls to the ground after they are no longer frozen in the air from the shot, hard knock down
Nevermind how the fuck it works when you trade with Double's Tag. Which I don't think is ever going to change for some reason.
Seems sort of way too good for a safe poke. L Brass is already one of Big Band's best moves without this.In an actual suggestion I'd like to at the least try out, could LP Brass become +7 on hit? It'd give him a 1 frame window to link a light punch afterwards and give him a way to convert from brass midscreen outside of horn crush.
If it shows to be too strong I'd be fine with getting rid of it, but I'd like to see how it would go.
I bet you'd like it if SOID prevented you from jumping back whenever it's nearby
If this is the case, and it loses its Invinc frames, can it have the vanilla mk bomber properties for lockdown? I remember it being changed so it's 2nd and 3rd hits were seperated more. Just curious (And if no, could I ask for the reasoning?) Bigger bullets are cool.BUT...but...that's the EXACT THING I DID, though.
LK invincible first frame until 2f after it is active.
MK invincible first frame until 4f before it is active.
@ Double players
So for MK Bomber, would the Double Contingent prefer the old MK arc and hits with zero invincibility, or the new one with invincibility but(t) no lockdown? Cuz I honestly don't care either way, I just will not be leaving it with both. If people prefer lockdown I have no problem with that, I just figured people would prefer the invincible with combos option.