If she's going to not be able to crossup at ALL I almost don't see the point of techable bounce.
Didn't read that long thing I wrote? Glad to have wasted that time.
Can't really talk about the red life changes too hard since I haven't played it, but I feel like losing all the red life off of stray hits or projectiles would suck.
Maybe play it before talking, then...?
There's always the option to not get hit, by say blocking, plus you have 1.5 seconds after recovering from hitstun or blockstun in which you can get hit and keep the red life.
I'm gonna wait and see what kind of difference the meter makes for like, Shin AT-Proof, probably.
If solos were going to work like teams then they would lose all remaining red health whenever their life went below 2/3 or 1/3 left, do 2/3 the amount of damage they currently do, and combos on them after a snapback wallbounce would not trigger IPS until they lost 1/3 of their lifebar. Hmm...
And yeah I'm not a fan of Filia stopping when she's nowhere near them vertically, I think I can fix that, but I wanted to see if I could get rid of it crossing up first. I don't want to do crossup protection because 1) I think it's a bad idea generally since it actively punishes the person who was able to set up a crossup, and 2) having it on only one attack in the entire game is weird. I'd rather leave her with the crossup if it comes to that.
Honestly I was fine with her having an IAD crossup, just not an ambiguous one off simple dashjump j.HK. If I can fix that it will probably be good enough.
Up back gets hit by mids and highs.
Upback gets hit by mid/high assists or moves that have the character standing outside preblock range, because those don't cause preblock. If they are standing next to you upback will not get hit by anything that is not a low, so same-side j.HK loses to upback fully.
Okay, enough Skullheart for now, reading everyone's dissenting opinions justified by shaky understanding of the game makes me envy Capcom's disengagement.