Again, I’m simply questioning how much the match should shift in the attackers favor. Like, you said, they’re already at an advantage, but by using snaps that way, they could potentially be gaining an even greater advantage. And while damage is not guaranteed from the snapback mixup, that applies to all mixups. All mixups have pros and cons. I’m simply not sure that spending *one *meter in that situation and risking wasting it is enough of a con to counter the pros from the risk. It’s all risk/reward and I’m simply seeing a much greater potential for reward than cons for the risk. But, again, I’m waiting to see how it turn out becauseit may not be as bad as I think. I know that I can be wrong and I admit it. Personally, I hope it’s not as bad as I think because I appreciate the strategic value. I just worry about the risk/reward balance and think it could potentially be too strong.
Never said it was wrong. I simply think it has the potential to become abused. And it’s fine if you dont understand my point, because regardless of what either of us think, the mechanic is likely to stay and we can simply watch and see how the game changes. Only thing we can really do is wait and see.
What about for solos? Extra damage and health is nice, but as most here would agree, they don’t have nearly enough tools and options to match teams. This would be a sole advantage for them in a match, one that would reward them with that choice.
All this does is allow the player to bring out an assist/anchor on a trio without being required to leave the point character alive. I’m not trying to hound you, but how about listing these potential pros and cons that you think corpse snapping would bring about? And if you think this is bad, wait until you see double snaps. Ability to combo an assist to death with the only con being that the snapped out character regains red life/meter and that all depends on how fast you can combo the assist to death anyway.
Actually, if the snap against the dead character acts like a snap against a live one, then this has the power to create some really shithouse incoming mixups that are easier to setup than ones against a character whos teammate has just died. Also, it could be really good cause unlike some snap setups that will leave midscreen and therefor not be as powerful, a snap against adead character is probably always going to be in or near the corner making the incoming mixups that much more potent.
If skullgirls seems momentum based now, just wait till this hits the mainstream and everyone is doing it… Like say im using x painwheel double… My x dies and now my painwheel comes in… Normally id be able to fly or better yet do an air reversal to escape the incoming mixup, but my opponent chooses to kill my x and then snap in double who is naturally weaker to incoming mixups and also has an assist from painwheel that isnt as good as double on assist… Its win/win for the snapper. The games are already very momentum based with corners being a deathtrap and characters spawning into them… Tis will make it even worse. But thats on the unpatched version, maybe the patched version wont be as bad…
Anywho, in the end if it stays it will simply be a new reason to make trios weaker than duos.
-edit… Oh yeah, i dont know what the exact incoming properties on sg are… But there seems to be some correlation at characters spawning on the side that the opponets point character is furthest from.
This doesnt happen with snap ins as they will always come from the place where the snapped character was snapped to… So yeah, many benefits to snapping as opposed to just letting the kill take place…the biggest detractor to this is that the opponent has to resurrect you dead character to do it… Which may be more liability than we are currently seeing… Those characters heal fast
Following up on Bella reflector glitch; there have been cases where Bella will do reflector from mid to full screen, hit the opponent with the projectile, but the opponent doesn’t stagger. What happens is the opponent reacts like the hit is the second stagger hit in a combo, like Bella st.mp, pause, st.mp. It seems to happen randomly.
if its after a kill it all depends on which side of the body you are standing on at the time. after a snap though im not sure exactly. probably is dependent on the nearest edge.
also to add to the whole corpse snapping thing…
yea sure it does put the match even more in the attackers favour in the right circumstances, but its not like its so godlike that every one is going to be doing it…
-its only really good against trios
-opp may not even have the meter
-the only times you are likely to see it is if you have been making bad assist calls and your 3rd character has taken a lot of red health. Granted this will happen more now they take 120% damag, but basically thats the price you pay for making bad assist calls. the bottom line is you should be more careful calling assists or cover them better.
theres very little difference between snapping a still alive character to steal red health, or managing to finish them off first and then doing it.
also the snapper is going to have to be pretty careful about the actual snap since they cant let the opp touch the floor if they have already used an OTG. this may not even be possible dependent on how you finished the opp off.
Mike did comment about this last night. He said he had (quite some time ago) updated the patch such that snapping a dead body didn’t bring them back to life. It still can be used to change the order characters come in (for trios only).
More Marie bugs I guess??
While I was fighting Marie during her first form, her skulls are suddenly spaced out! It was a visual nightmare! I’m not talking about the ones she usually throws at you, I’m talking about the ones just for display that also explodes when Marie’s entering her second form.
I mentioned that a while ago, it’s fixed in the patch along with the rest of the snapback changes. You can still snap a dead character to bring in the 3rd character on the team though, that was interesting enough that I left it alone.
This is weird. I can’t seem to cancel item drop into Lenny, after I’ve already cancelled item drop into Argus.The first combo I tried looked like this:
…s.hp(1), qcb.hp(hold) xx qcf.pp, (release), c.mk, c.hp, s.hk, qcb.hp xx qcf.kk, but Lenny never comes out. I tried extending the combo before cancelling, to give the item more time to disappear:
…s.hp(1), qcb.hp(hold) xx qcf.pp, (release), c.mk, c.hp, s.hk, qcf.lp, c.lk, s.mp, s.hk, qcb.hp xx qcf.kk, but it still won’t come out. I have no problems doing either version starting from c.mk or from a regular old item drop.
Nothing is the script forbids it, and it shouldn’t even matter if you’re comboing or not. Hmm. I’ll give it a shot, but it’s too late to fix if there is a problem. :^P
Im probably missing something fairly significant here but is uh … guard cancelling not even in the PS3 version of the game at the moment?
- Pushblock-Guard-Cancel is possible: If not holding any Back or Down direction when the pushblock animation completes, the character will immediately return to neutral regardless of remaining blockstun. Use your imagination!
So going from this I go into training mode and pick Cerebella. I record her using Cerecopter and she repeats the special move over and over. I, as Filia, block the first hit, go to neutral (let go of stick entirely, at this point im standing while blocking as the move continues), and pushblock. At no point is the blockstun ever cancelled. Am I missing something?
Why doesn’t the second hit of cerebellas s.hk work on crouchblocking valentine? Also, is a j.mk supposed to be blockable by crouching opponents?
Also, found a glitch thing with playback. Trying to find best way to punish filia’s updo, air super trick. Anyway, set dummy to land hp updo, perform air gregor after in the air, then walk away (to simulate block) after landing. Instead, when it plays back (after blocking the updo), filia will walk towards me instead of what I told her to do, walk backwards.
im pretty sure there is an option you can change that will make character recorded actions function as either left/right or towards/backwards, so you can test crossup techniques that mess with the opps inputs. it sounds like yours is currently set to left/right and not towards/away.