You lose air-to-air shotgun, cannon ball, teleport behind george projectiles/cannon ball and H Bang while holding H Shadow. Given the fact that you lose all of that, the shadow goes away if you’re hit/tech and the opponent can just dash out of the way of the item right before it falls, there’s no reason to make H Shadow worse and nerf Peacock’s zoning game. Straight H Shadow for zoning isn’t even very good, imo. It feels more like a pressure/approach/defensive tool if anything.
Rushdown Peacock was possible before, it’s all I did with her. :^P
The lower-res sprites are not specifically drawn as low-res…since our source art is 2x what’s on screen, our art munging process (munging is like compiling, but for data) has a custom image-resizing part that does some fancy unique things to keep lines intact and not let colors bleed since palettized resizing is very difficult…anyway, so the 8-bit art is just shrunk a lot more by that process, then drawn bigger and not interpolated ( = square pixels). It’s about what you’d get at 1/16th size though.
I actually rarely use hp item drop. Lp version screws up rush down since it hits directly infront of you; i.e. they cant dash under it. and Mp is good for people who actually try to get away from peacock (read other peacocks). Hp just seems more like a combo tool/assist support; if your assist is blocked then release to give it more time to recover or keep it safe, while if it hits keep holding it, use a super, and let it drop at level 3.
Shoutouts to the patch colors on front page
Hmm… maybe you should use it as such.
Criss cross!
But seriously though, with an HP item drop charged she is a mixup waiting to happen.
I heard on that “Jayfordlol” stream after the patch people should have no problem with 100 ping online matches… is this true at all? Is it true for both systems?
That should be the case, yes. Or at least rollbacks instead of slowdown, giving the appearance of “no problems” the way GGPO is supposed to. (^.^)
I cannot wait for that. It’s gonna be awesome. You’re gonna be helping all the peeps who aren’t on the mainland so much with that fix.
That’s great news!
So again…how is it needing to be fixed?
I think he meant Excellabella.
I believe thats been addressed fixed from some time ago if he meant Excellabella so hope that answers the question
Is this patch out yet? If not, is there a timeframe from where we can expect it?
No, and no specific dates have been revealed yet besides the vague “hopeful 2 weeks after evo” because of Sony/MS process on patches
I’m as much wondering when it’ll be as you guys are. >.<
Do you get a notice a couple days in advance prior to it being released?
Basically, when should you know when to expect it (ie 2 days before release, a week, never, etc), and are you allowed to tell us as soon as you know?
I have no idea when I’ll know relative to when it’ll be done, but I’m sure I can tell you as soon as I know for certain.
Not that that is much help…haha…
Can you at least tell us when it was submitted?
I am really excited by the pc release of this game (don´t have a console) can we hope to have the pc release soon? Maybe after the patch is released?
I love the work that reverge labs is doing with this game, especially because they didn´t forget the pc players but we need some news of the release XD
Love you guys
Here’s an example combo I’ve been using as a “let’s make a post-patch combo” project: (corner) s.lp > s.mk x2 > s.fp x2 > Napalm Shot L + Painwheel’s Gae Bolga L assist > Napalm Toss x3 > c.lk > c.mp (stacked Napalms explode) > Stuff ~.
I have explosions from both shots and tosses there, but I have no idea how they will scale post-patch. Do explosions from the shot and tossed napalms count as the same thing in damage scaling and IPS now? Also, will stacked explosions rapidly scale combos out and make them instantly burstable?