Eliza's Nekhbet Breaker or Val's lvl3 if DHC-ed off screen into Scope it does not give the opponent crumple. where as if you DHC off of Show stopper it DOES give crumple.
Oh, I thought I covered the highest thing you could do. I guess I didn't! Kay, I'll fix that, thanks!
Glad to hear that. So silent scope is going to be godlike that the changes will be removed soon hmm?
New Silent Scope is:
Unavoidable except by certain very long tags or very risky supers like car. Guaranteed chip in nearly every case and guaranteed hit in most cases if the opponent was doing anything at all.
Homing, hits anywhere on the stage.
-18 on block, which is not punishable by many things besides Argus from more than like 1/3 screen away.
A knockdown and a free in and okizeme setup anywhere.
And you're complaining you can't combo off it.
Im sure MvC2 had a lot but 3s would surprise me with more than unparryable hits and backturn hitstun allowing comvos into command grabs.
Off the top of my head: you can dash through some characters' ground rolls but not others because they explicitly do not have physical extent boxes, certain characters are forcibly juggled different heights by select moves even though they are the same weight and are in the same place in their animation (see: Necro combos), certain back-turned hitstuns do not allow some command throws to combo but do allow others (Elena), Hugo is crouching when stunned, juggling with certain moves when they stun does not reset the juggle limit, some supers do not reset the juggle limit when they hit as a juggle even though most do (Aegis vs Shinkuu Hadoken), prejump frames are super cancellable but not special cancellable (added after 2i), some hits do not obey the same damage scaling rules as the rest of the hits in the game (Chun's SA2 last hit), some timer-based supers give you unlimited juggles and some do not, Necro's command grab is not ground-techable, some B/F charge moves accept DF/UF as valid directions to end them and some do not (based on the rest of the character's moveset), you cannot input a jump or dash during recovery from a parry but you can do everything else, air and ground parry periods are different lengths, pressing a non-parry direction does not cancel a previous parry input during wakeup, Makoto is not allowed to cancel the recovery of her dash into another dash but every other character can, you can't supercancel into Akuma's KKZ, Akuma has no EX moves, Alex's Air Knee Smash is parryable but Hugo's Backbreaker is not whereas both are comboable, some moves are arbitrarily parryable high and low, and of course supers having different length bars and different numbers of stocks. And that's ignoring things that are obviously bugs like OTGing Dudley, Chun's c.MK having no non-supercancellable frames, Makoto having some hitstuns that are 1 or 2f longer than other characters, hitting limbs with knockdown splat moves not knocking down, Karakusa being able to tech throws, Hugo being able to ground block airthrows after he lands from a juggle, etc. Just because you don't know exceptions doesn't mean they don't exist.
It wasn't until Salty you showed off the Argus+Lenny combo thing.
Hold on. I do not have to think for the community. If nobody has any faith in my decision-making that's one thing, but if I can figure out something SURELY someone else can.
I do not consider it my responsibility to do everyone else's research for them.
you don't tell what your goal is or what you see or what you found that made you address a character or move or why you're experimenting with it. You put the beta patch out, let people start wondering what this and that is for or your goal and then either say nothing until Salty maybe about what you were aiming to do or get upset when people question what it is that you're addressing (it looks like the whining I have to read in here, sorry).
You spoke about why Peacock needs to lose assist + hk teleport but you didnt say why you think Double needs or should have invincible lk bomber.
I also don't feel like I need to spell every damn thing out for everyone, because I DO write pretty explicit notes. You can see what it addresses because you know WHAT CHANGED.
I would very much like to believe that people are smart enough that I don't have to say "look what this character can do now!" each time something is different.
Mostly I get annoyed that other people don't want to think about why something may happen or what it might do that's new and useful, and would prefer to complain that it doesn't do what it used to do instead.
The Val changes to bypass was after saying she is boring for like a day then you mentioned somewhere it was for fun. Im not sure what is going on with Fukua experiments, did you change what you thought about her?
You're not sure what's going on with Fukua experiments?
She can't do an invincible reversal into a safe super that causes sliding into reversal-safe okizeme anymore, but fireball super is still huge chip and safe on block. She does slightly less damage in shadow combos and less off her easiest confirm tool. She still has a reversal H drill, she still has a safe on block L drill, shadows are still safe on block but you have more of an opportunity to hit her before they come out since she basically can't block until they're going to hit you. She lost her extremely good reversal-safe oki loop back into itself, but otherwise can still do everything she used to except she has to make some more careful choices about what to do when.
All of which is pretty obvious from what the changes are, I think...
Most experiments are either to remove some go-to option that covers multiple situations, to make an under-used move more useful, or to make a character more fun.
Filia is a good example.
@ashxu said she was "kneecapped", so let's take a look:
- j.HK is no longer an overhead. It still dodges throws and lots of ground moves, it's still 13f, safe on block and easily comboable off of, and it can still be a crossup after an IAD, and it can still be airdash cancelled for mixups afterward.
- IAD j.LK is now a reliable overhead that is
exactly the same speed as instant j.HK was and will hit every character crouching, but will not cross up and does not lead to airdash mixups afterward, and is a light attack which does less damage.
She lost an easy go-to tool that covered a great many options (fast safe overhead that could randomly crossup, led to multiple overheads, confirmed easily, hard attack combo starter, HCH, etc) in return for having to choose between two options that do everything she could before.
She also gained meterless throw conversions and much easier midscreen conversions with Ringlet, which improve it as a poking tool or in trade situations like incoming or antiair.
For having to think a bit more when you play her as opposed to just UF+HK, improved throw damage, and an improved midrange game, she got "kneecapped". That's what I deal with.
As for Double, you weren't really getting hit out of those 2 frames at the beginning of LK bomber all that often, so making it a legit DP doesn't really give her anything new. It's still got basically no reach and is ridiculously unsafe, and neither Monster nor Catheads makes it safe on block (Catheads gives a 26f gap IIRC before a head will hit you), plus it's 12f making it one of the slower DPs in the game. Removing MK bomber invincibility does a LOT in terms of helping the assist be less everything, but in return it has faster startup and LK can be invincible. Larger bullets helps Luger be more useful, but you can still duck the L version. H Luger makes conversions more reliable and encourages some non-barrel-loop combos as well as helping the assist some.
Again, all things you can figure out from the changes.