Kit Ballard
Well-Known Member
Maybe make it Trump Big Band's brass Knuckle XD
2 choices
I don't really get annoyed at suggestions, moreso at the reactions to things.
Although I would like to make a minor suggestion @Mike_Z
Currently, Filia's c.MK will not connect properly after a certain range. This seems be because the 3rd hitbox sends the opponent outword and the 4th hitbox is noticeably smaller than all the other hitboxes, causing it to whiff sometimes. Can the hitbox on the 4th hit be extended out just a tiny bit to keep this from happening?
And to a lesser extent, it would be nice if c.MK got the Valentine MPx2 treatment and pulled the opponent down so the opponent doesn't randomly drop out of combos if it connects while they are airborn.
I kinda don't want to do the pull-down because then you lose crossunders, but I can see if I can fix the last hit.Want to bring this back up because I don't think I ever got a response for it @Mike_Z
2 choices
- Sing-SBO style blockable after the flash if you weren't doing anything, but hits pretty far out if you were doing something
or
- Dynamo style not blockable after the flash even if you were just standing around (at about 1/3 screen cuz big), but reactable further out.
He hasn't got a lot of other options at that range, so I prefer choice #1 because it makes him nicely different.
Since it's his only decent option at that range, don't do stupid things there.
?
das wot itmean yep
I don't really get annoyed at suggestions, moreso at the reactions to things.
IMO Thresher is super Reaper so it makes sense as QCT+KK.
As for Pinion, I was actually in the process of trying out (C)B,F+P. I don't think an immediately-doable motion is warranted given the wallbounce on the hard version.
D,D+tag no way, Cyclops had specials with the tag command and those are awful if you muck 'em up. Val's Lv5 is only with Tag because generally when you want to do it your teammates are dead.
You interpret that however you like. :^P
I liked Fukua's conversation with Brain Drain too.
j.M lands before hitting.
Since j.MP hits when he lands, it should count as a grounded normal, but IPS counted it as a jump in.
@Mike_Z is the only one who can say.
I feel like this should be the closing paragraph of every suggestion here lol@Mike_Z
Let me apologize in advance if these suggestions boil your noodle or stress you out or are stupid in some way (i think at least a few of them have to be dumb since they are basically think tank style) but if any of these things are good and would make it in that would be really sweet if they dont break anything or are seen as buffs when painwheel doesnt really need any buffs at this point imho... I just want to try and please everyone with easier inputs on pinion, and threshers that dont overlap with other moves. Also remember i only make these suggestions because of the beta... Its there to try out things and stuff so I'm just trying to find some answers. Pls dont take this the wrong way and pls dont call me stupid. I really dont like it when people call me names :(
Indeed it looks like it did not!
Nope. It does if you superjump (with or without ->doublejump) though.
I would advise not working on a guide until things exist in retail, myself. I can be a fickle mistress, or something.@Mike_Z are the changes to fukua more or less final? i'm asking so i can get to work on the guide and compile the changes and re-write some of the information.