I guess we really can't go a single thread without comparing one character to an entirely different character and demanding changes based on their differences. Big Band is not Cerebella.
I do not buy the argument that "Big Band is low tier so you're not allowed to nerf something powerful he does", which I believe is what you're implying. You're saying that Big Band is all around worse than Cerebella, or at least needs this kind of super power to stay relevant and Bella doesn't, and therefore should keep a more powerful super reach.
I'm a Big Band player, too. I would not be saying this if I didn't think people getting hit by some of my SSJ's was not my skill, but an enourmous "first frame". I do not think me being able to guess "you're going to jump now" is a valid reason to get hit by something that's two frames. A Train and "they wouldn't be blocking your reversal!" do not apply, since neither of those things are 2 frames or have as large a "first frame" reach.
I do not think Big Band is overpowered. I think he has an inelegant super that feels bad to all parties involved with some of the hits it gets.
Maybe she should change her expectations if she wasn't expecting to get hit by a super.
Did you miss the part where I explained it was a totally made up scenario? THE POINT IS: someone is at neutral at a range that is unreasonable to expect to be "reversal'd". You're right, she is not expecting to get supered, but I don't think that it's fair for people to be more than about half a square on the grid and think "I have to constantly expect to block something unreactable that beats all my options". If she is up close and personal, it's perfectly fair for her to get hit. When she is only 1 pixel in range, it's absurd and defies common sense that, "this has no travel time, you're getting hit".
I don't really think that hitstop as it is now is unhealthy for balance. But I do think it consistently defies common sense about where you can expect to be hit, and feels bad to play as or against. Note that my proposed change would actually keep most supers pretty close to what they are now. I'm not proposing we make the "first frame" jab range on every character, just tone down the very edges where you sincerely feel like you should NOT have been in range. There would literally only be a one or two frame difference between retail and what I'm proposing.
An opponent dashing at Band at midrange can be stuffed with c.hp. You can't react to the startup of that move (20f is faster than you can recognize a move at all, much less move the stick in the opposite direction), it has good range, and it leads to a lot more than 3.8k on hit.
Dying over here. 20 frames is not unreactable and good players do not hold forward for 20 frames in neutral unless it's fullscreen. Fuck Parasoul's
unreactable 20 frame f.LP overhead! Mike you gotta nerf this shit I can't believe it it's literally unblockable
People jump/dash/whatever and it takes at least a few frames to move your stick or finger back afterwards. 20 frames cannot punish that. 2 frames can.
A situation where your opponent is in a "forced block or reversal" is exactly the kind of situation we DON'T want to make more favorable to the attacker. SG's offense is good enough kthx.
Up close I totally agree with you. If you call Pillar right next to me I want to be able to punish you. I like Skarmand's idea that PBGC will always provide hitstop for this reason. But, when I call out Bomber or Lock n' Load and don't feel comfortable even moving forward because I know I'm at max range of SSJ hitstop and that could get me hit, I think that's an oppressive defense.
yo clarence I feel it I feel it