Evilweevle
Of course i meant to do that!
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ok here it is. sorry for the real shitty quality ive been having issues with recording stuff lately.
That is exactly what I do.
It's true that these types of "actual combo" type double-snap combos are pretty reliable (and more intuitive to me), but I just recently learned about intentionally uncomboing during double-snaps and repeatedly resetting proration to limit red-life recovery and meter gain, which sounds like the best thing ever. So I'm looking for that.
I usually charge it after my HP knuckle assist hits/is blocked, or if I just happen to be full screen against a character I can easily charge against.
This depends on the character, really. Like Tomo said, it's easy to just charge and hop away against some characters (and an especially good idea to charge Silver Chord while fleeing Cerebella), but you can charge mid-combo, as well. Nuuance posted some pretty neat mid-combo charge shenanigans utilizing Parasoul's Napalm Pillar, but you can also do something similar with Draugen Punch into MK+HK Battle Opera, then charge hop forward, Seria Cancel, and continue the combo from the untechable knockdown.
That kind of question is reeeally difficult to answer for a relatively new character in a relatively young fighting game with a relatively small community and a relatively recent balance patch, so everyone's going to give you different answers, especially when team composition comes into play.
Can someone explain this to me, please?
Hate to ask, but what exactly was uncharged before? I've never used her DP, so I'm a bit lost.
I can't find frame data, but I believe that both uncharged and charged DPs are invulnerable to varying degrees... but both have to go through the entirely vulnerable 12-frame startup of Dragon's Breath. The uncharged version hits once and they recover in the air, whereas the charged version hits three times into an untechable knockdown.
No, it just makes the stance startup invulnerable too.
So will these changes be making it to actual game soon? They seem more than reasonable.
I don't see the point doing that as you currently have versatility with reasonable tradeoffs: LP/MP charged DP allows you to hold and cancel it so you could bait things or w/e, but is vulnerable until you let go; HP charged DP gives you an invincible reversal but you have to commit to it.
They already are all invincible after the startup, the difference is that the HP dragon punch is now invincible during the stance part as wellSo will these changes be making it to actual game soon? They seem more than reasonable.
Just one question though: why not make all charged (seria) versions invincible? There wouldn't really be a reason not to right? And also what about adding properties to the different strengths kind of like filia? Just curious.
Because this way you can decide to not do it with L/M and save your charge. In a reversal situation there'd be no reason not to just make them all do the instant invincible DP, but in other spots you may not want it.
I see what you're saying. I framed the question wrong & when I look back...idk what I was trying to say lol. I agree with commiting/non-committal options.Because this way you can decide to not do it with L/M and save your charge. In a reversal situation there'd be no reason not to just make them all do the instant invincible DP, but in other spots you may not want it.
This also lets people who get accidental DPs instead of QCT's have a way to not commit.
Yeah I feel you.
My guess would be the effort required. The specific change of "Dragon's Breath stance before HP Draugen Punch Seria is now invulnerable, non-chargeable, and non-stancelable" is likely a change in frame data, which Mike Z said at some point is easy for him to do. Lab Zero's still busy churning out DLC characters, after all.