Low indicator is all "WHAT", high is all "boohoo". What's not to love.
I don't even need to test to say HCH won't kill 1v2 anymore.
I like it. It's very helpful feedback to the players (and viewers) to see what exactly happened during a mix-up.
I prefer the old one and don't believe the change was nessesary, however, the new one doesn't look bad at all and perhaps it helps some people. The fact it has been in the beta for quite awhile means it's probally not going anywhere, so you might have to adjust to it. Maybe we can get hearts instead of dust next, or perhaps rainbows.
Turns out that was a really easy fix, too. OTL
Neat, thanks! I really appreciate it, especially since it's harder for you to test than me since I have an infinite-hitstun setting. :^P
Me, because it looks more like what actually happens.
You mean be unable to tech when it's not a CH throw? She can be grabbed as it is now.
actually, just tested, an instant j.hp HCH starter followed with a kanchou devil horns starter, enough j.lp's and two titan knuckle copter enders is just enough to kill 1v2...
There's also the "makes it easier for the audience to tell whether or not something crossed up, thus making things a bit more exciting" thing, which I think would be especially better as the SG tournament scene grows with Beo/Robo F./PS4+Vita and more people who can't tell at a glance what happened are watching our bigger, higher-level-play tournament streams.
I had actually completely forgotten Sekhmet could tech. Not that I think she shouldn't be able to.
A 2f punish (it's 2f) is still a punish. And she's spending meter for everything she does, so I don't think it should be super easy.
AHAHAHAHHAHAH I just did both of those for unrelated reasons HAHAHAHAHAHAHAHAH.
Who says he ain't? ;^)
That sounds like it would nerf the damage big-meter sekhmet combos pretty hard though. I like the idea that she can get a ton of damage from punishing something really unsafe by spending meter.This is a thought I had for a while, but for people who have a problem with the damage like in the above comment, would it be fine if combos starting with sekhmet scaled combos faster ala Fukua fireballs/jHK? I don't think it would change enough of many Eliza combos damage wise to be a big problem, and Sekhmet would have a lot of the same utility so ideally it'd still be useful for conversions/resets/neutral reads.
Crossup indication of any kind would be fantastic.
I agree with your opinion.
I also want to know what the song's and artist's name, why they didn't put that in the description :/"Skullgirls Betawulf Patch Notes - 1/28" - Today's Patch Notes BGM™ is a song I have never been able to find the name of, so I've been watching this hitbox video by Xenozip to hear it for seven years now:
MBAC: Frame and Hitbox viewer - Satsuki
Yeah but joe shmoe with $15 in his pocket sees them and goes "hey that's like that other game I like" or "oooh THINGS!!". It's just bells and whistles that make the game look fancier.
I think of it more as something to help viewers and commentators
I totally agree that it shouldn't be super easy to punish a Sekhmet, especially because she bleeds meter for existing.