dekillsage
Well-Known Member
I know. It just does soooo much loool. It is what it is though we move on.
You can land 2LP on heavies without OTG right now.You can't even avoid using the OTG with LP/LK on light characters unless you are up against the corner. Mostly wanted the change so it is more reliable to link into c.MP after the hitbutt on light characters and maybe LP/LK on heavies without forcing otg.
Actually, just maybe letting him act out of it a bit sooner would do the trick.
I'm aware of how it works which is why I asked if it could be changed for at least L fiber since that's more or less the equivalent of a dash jump, silly.
You can straight up juggle with c.MP against lights anywhere, but it's a 1f link.
Projectiles sucked in 3s before you even factor parries. Kind of tired of people parroting that line.If you're asking a question then Big Band doesn't take damage parrying normals, only chip damage from specials and supers.
If you're proposing a beta change then nope, because then why bother moving in at all against zoners if you have the life lead? 3S parries didn't cause chip damage, and it made projectiles worse in 3S than any other SF
Besides, parries are already super good for a million other reasons
Then make only projectiles do damage, parries in skullgirls are already hard enough.If you're asking a question then Big Band doesn't take damage parrying normals, only chip damage from specials and supers.
If you're proposing a beta change then nope, because then why bother moving in at all against zoners if you have the life lead? 3S parries didn't cause chip damage, and it made projectiles worse in 3S than any other SF
Besides, parries are already super good for a million other reasons
How hard they are is not the problem, it's just stuff like parrying brass and taking more damage than blocking a projectile doesn't feel good
I think with a parry window of 17 frames and a cooldown of 10 frames... you would actually be able to be in a perpetual state of parry.... which sounds kind of absurd.Idk about parries taking no damage... It does kinda give BB the ability to turtle better... And all the BBss i play already love to turtle besides me (i dont know why)
But its pretty funny that i came in here to kinda propose a change to parries... And parries are already being proposed to have a change to...
Anyways... Id really like it if the cant parry time after having moved forward were reduced. Not being able to parry for 30 frames after dashing or jumping forward seems like way to long of a cant parry time and seems like an argument for turtling since moving forward kills BBs ability to parry for so long.
Personally, id love it if the cant parry time were reduced to 10 frames or so after an unsuccessful parry attempt/moving forward. BB would still not be able to just spam forwards movements and get parries. But at least he could direction dash forward and be able to parry in more circumstances and be able to jump forward and then parry in more circumstances.
I propose the change because right now, playing offensive with BB seems to hurt him a bit at least for me personally since i know many if my parry attempts being thwarted by not being able to parry directly after doing something offensive.
... Common sense applies after the window is done. And if it applies like this currently then that's why the cd seems so long. It's actually around 47 frames after initial first forward input to be able to input another separate parry motion.. Which is 3/4ths of a second of time of not being able to parry if your initial parry failed against an attack that never came.
Anyways... Id really like it if the cant parry time after having moved forward were reduced. Not being able to parry for 30 frames after dashing or jumping forward seems like way to long of a cant parry time and seems like an argument for turtling since moving forward kills BBs ability to parry for so long.
Nope.
Pretty sure Bella's Tumble Run armor starts from the first frame. It's a charge move, and consequently not as easy as holding a button or hitting forward, but she can sorta do the same thing.
pw super is a hitgrab, so it can't even be armored(if air armored),