Cadenza
Documentation Expert
- Joined
- Apr 4, 2014
- Messages
- 3,767
- Reaction score
- 1,483
- Points
- 113
I don't think it was even people who play Fortune that started and/or supported the suggestions for Zoom.
Relax lol. You could just say "it's a bad idea because..." and I'd take that.
I actually might have figured out a way to still get it. Although I'll wait until the final changed to reveal it lol. We should've done the same thing for the ground bounce. I'm sorry @Stuff lol.Nah heres the plan they (secretly me) follow. Buff everyone, so that your own character will be buffed.
:^)
Now in all seriousness, I believe that if the head attacks added light or even medium undizzy rather than heavy, then there would be more incentive to use her. Right now, headless damage seems extremely situational and limited to consistency in the corner (from what I've seen). If her damage was made to be higher than it is , then more people might be interested. Headless has great pressure, but that comes at a price. Lack of invincible fiber upper and the heads placement being important are (possibly) there to offset her offensive capabilities. If headless got more of a reward for being played, then more people would play her that way. This change seems to not fix her defensive problems nor up her kill power too much. I'm just glad people never learned or used that ridiculous 13k combo (Its gone I hope).
If you're talking about the head-juggling combo, someone please check if it still exists, because I don't remember reading an update note that would affect it.
What combo?
SHHHHHH don't talk about it. Keep it safe until robo-fortune is out >.> LOLI think it's just one of the many ground bounce combos inuchiyo did and well I didn't even practice it because I knew it would be gone the second I'd learn it. It's gone now.
I can set these up with an assist but it won't be as strong and I figure the second someone optimizes that it'll disappear too.
(Really my lack of trying headless is because I'm scared anything I do will disappear later being the character that gets nerfed or changed frequently)
LOL hehe funny roflmao
I think what determines the button that takes priority should be the strength of the button, there's no reason you shouldn't be able to do inputs with kicks when there's something with a punch overlapping it.So this is just a quick question on the priority of macros:
What is the current prioritized input on a quarter circle macro (so in my case an assist call so lk, mp) cause for characters with both kicks and punches associated with a quarter circle motion it would be nice to be able to chose which input is favored (eg. Fukua's drill or love dart cause this makes a huge difference). I hope this doesn't make me look like a complete moron....
It depends on the character
Yeah this needs to be changed I think.
Yeah I have to do the same stuff with Fukua's and Filia's throw into cilia slide conversion it's wicked annoying.
So this is just a quick question on the priority of macros:
What is the current prioritized input on a quarter circle macro (so in my case an assist call so lk, mp) cause for characters with both kicks and punches associated with a quarter circle motion it would be nice to be able to chose which input is favored (eg. Fukua's drill or love dart cause this makes a huge difference). I hope this doesn't make me look like a complete moron....
I know you can utilize negative edge but I'm talking about using a macro for an assist call not two buttons. If there is indeed a variably favored input for each character that's kind of an issue.... I'm not one to preach but variability in a fighting game is kind of not good.... just make it based on the relatively higher strength input.....
That's what I'm saying lol.painwheel and parasoul both have Punch priority, sort of annoying for painwheel but it's not that hard to just call assist right before doing the special, especially if you use macros for assist calls. if any change is made the only thing i would ask is that every character has the same priority of punch or kick, not specific to the character, but i think the way things are currently is fine.
I know you can utilize negative edge but I'm talking about using a macro for an assist call not two buttons. If there is indeed a variably favored input for each character that's kind of an issue.... I'm not one to preach but variability in a fighting game is kind of not good.... just make it based on the relatively higher strength input.....
Yeah I'm not a programer so I have no idea how hard that would be to implement. I just think that making it uniform and unbiased would benefit everyone (but that's just my opinion)
Why?
Is this like "I'm not racist, but.."? It sounds like that
?? What are you even saying?
Why?
Why?