Mike Z: dreams come true.
OOH, it is something like Dance Dance Revolution?
Combo Combo Evolution Go!
Ah so much potential stuff this game can get in the horizon 6-6"
Cerebella’s Cat? Better yet, make it so half the time when the cat comes out, make it glow green like it’s been exposed to radiation.
Don’t say too much, the mega corps might swoop on it
Played it at Evo and loved it! I don’t feel so much at a disadvantage anymore for going solo. This patch couldn’t come out soon enough. I loved the Parasoul j.MK buff, that move feels like it’ll be amazing now! I always thought the Egret charge not bouncing if the camera moved too much was on purpose, to give it less of a reward for landing it midscreen, but I’ll take a wallbounce anyway, =P
MikeZ, with the hornet bomber changes, can you explain exactly what the old (current) properties are?
All versions of Hornet Bomber are invincible up to the peak of the arc. There are active frames up until that, and then some afterwards.
Nah, bike slam not bouncing wasn’t intentional. If it were, it wouldn’t be random.
Worldjem pretty much covered how Hornet Bomber currently works, so if that doesn’t help then I’m not sure what you were asking.
yeah i just wanted to know where the invincibility ended. the new version won’t hit on the way down though?
Did you fix the Cerecopter assist at the character menu?
New Hornet Bomber doesn’t have an active hitbox during the middle of the descent, no.
How?
I’m gonna kiss ya.
I don’t really know how ggpo will act post patch in terms of input lag, but would it be possible to add an option into training mode to simulate said input lag? The idea came to me when i was having execution problems in ranked.
OK, so with that post-patch version…
I noticed you sped up the recovery on Peacock’s air throw because Double could punish it on hit. I’m curious about it because I’ve picked up Peacock recently and I’ve been spoiled by being able to combo out of air throws by Fortune but…
Can she do an air throw in the corner and OTG with j.LK as she’s falling down before the opponent techs? I’ve noticed that Peacock has pretty decent rushdown but no real followup to an air throw (other than charging up an item drop and letting it go during their descent to force a restand and continue).
The Filia sHP hitting things is going to be magnificent. I’m so sick of having to shorten my combo on PW (from LP LK MK HP to LP HK) and having sHP miss Parasoul in the same combo and have her start to combo me instead when jHK lands me just a tiny tad too far away from her.
Also, does the reduction in Double’s jHP hitstun still allow one to combo into sMK from it?
One more question, dumb but I just want to confirm: the 5 frame buffer on an attack from jump applies to following a launcher as well, right? It would be so helpful at making certain combos easier online during lag.
Yes, she can. On medium or light weight characters she can now OTG after any airthrow in the corner.
Yep, everything except s.HP still combos after j.HP. I’m not out to RUIN it, just to eliminate j.HP…walk forward while checking your phone…s.LP.
Yes, any jump including after launchers. It helps a lot with Parasoul’s cr.HP /\ sj.MP->HP->HK, as well as Cerebella’s cr.MK /\ sj.MP on Double.
I think I missed this. Does the buffer apply to airdash canceling? Like j.HP xx airdash j.HP?
Nope. Chains and jump startup specifically. You can attack on the first frame of an airdash, so there’s no real use there.
I meant canceling a move into an airdash. I ask because atm i have a bnb that has a relatively strict window when it comes to when I should cancel my attack with an airdash, and I was hoping the buffer would alleviate it, so that I’m more concerned with timing the button press, rather than having mash out a double tap within this window that exists only when hitstun is about to end and is also weight specific.