dekillsage
Well-Known Member
I see
You can be a sick cunt and parry full screen fireballs but Fukua isn't Peacock and can't keep you at full screen, if you step into A-Train range and Fukua dares to be predictable you can A-Trian her.
Yes, absolutely shenanigans. She recovers so fast, you can't even get her with a bandwagon on reaction when she's in the air.
If your opponent automatically jumps away every time you get close to them in the air, either approach them on the ground or just laugh as they corner themselves for free. If they throw out an assist and run away from it, punish it. If you think landing a scaled combo that can lead into resets is being penalized for beating someone who blocks, I don't know what to say. You'd think the region that invented tick throws and fuzzy guard (credit to Smokey) would be able to come up with something to deal with a playstyle as simple as that.It seems like the characters in sg just arent made to deal with this. Like fukua can and is probably the best at it since she designed to play a bit like cable, but what do other characters do against people that just upback all day at midrange and call assists and run away? Punish the assist and counter call and airthrow are like the only options that are available, but with no good ranged play, that becomes extremely stagnant extremely quickly and just bores me to tears. I adjusted to my opponent doing this and just airthrew him all day, but it was boring and i was getting penalized via meter and scaling for opening him up that way.
Since your complaint, the following people have posted:
I honestly don't feel that the upback change benefits Peacock more than it benefits other characters. Peacock's projectiles no longer catch people out of upback, which means the only way she can catch people who upback is using her 14f low. Besides, she's far from the only character I use, but she is the character I struggle against the most so if anything I'd want her defensive options to be worse.
He counted Peck twice.
If they don't, the only real difference is that they don't get hit anymore randomly (by things their input should block, and not something the attacker planned for) and that you have to think about pressing your buttons a bit, rather than always coming down with some high active frame disjointed normal that they can't do shit about
E: Look, a basic example is Parasoul
Previously she would jump in with jLP-jHP
If you tried to upback, 12f active jLP would glue you to the ground
If you tried to AA with a normal, most of those just lose since the jLP kinda got an incredible hitbox
So the attacker does 7LP and your defensive resources are
- Block then pushblock (not really helping you)
- DP (kind of commital)
- DP assist (less commital but still rather risky)
Now instead, the Defender has the option to upback, blocking the jLP in the air, and if Parasoul autopiloted the jHP chain she will get punished
Do you really think this is less dynamic, more braindead, what have you.. just because the attacker has to actually think about anything rather than pressing good air button and yayyyyy
Bug Forum
Worldjem likes this -> kiss of death.
Anyone got a video example of this? I'm GUESSING it's just that the hitstun is too short on the first four hits, which I did fix, but a video would help to check.
It is a nerf. It is not a thing you are meant to be happy with as a player of the character, it is a thing other people are meant to be happy with as players against the character. The metergain is a small compensation rather than a justification for the nerf; the cooldown is the entire point.
Oh hey, good catch, s.HP didn't receive the same back-to-normal-first-active-frame as Filia s.HP, lemme do that! Though c.HP has not changed since April 6th 2014. Whoa, haha.Normals I would normally use to anti air are just not working anymore.(cr.hp and st.hp) I'm either getting hit or trading which is very frustrating. I believe this is the result of some of her moves getting hurtboxes, but if that's not the case then its just me being super bitter and bad whenever I play Fukua in beta now. I dunno
This is probably fair.H Drill does not need the extra start up. People end up safe jumping her/ getting more time to throw her way more than I feel they should, considering some of her normals are much more risky to use as anti airs now, and the follow up super doesn't cause a sliding knockdown anymore and it doesn't have hitstop anymore.
That is also a nerf, yes. She's less of a zoner overall.
2nd uppercut is wrongly vulnerable if 1st uppercut hit landed, another good catch.
Yeah... :^S
Thank you for posting relevant things! Is there a god or demon I may sacrifice something to so that it continues in the future? :^)
Air preblock change makes Painwheel specifically less easy to use by staying in the air all the time since people can chicken-block things, but if you are doing a LOW ATTACK (key words: low attack, grounded, not jumping) then you still stick them to the floor and hit them, from the same range you could before. PW does have those, I am almost positive.
Ah, no, you're right. In retail the very first frame where it's tiny is inside hitstop.
NO PLEASE, STAY WITH US!