thats total BS then if thats the case. calling your assist into the middle of someone elses attacks shouldnt result in you winning the trade off.
i had it happen to me quite a lot a few days ago and basically every single one that was landed i got nom’d by fortunes head afterwards. very annoying.
they should be active for a frame or so before they hit the ground as well imo.
No, not necessarily. If active frames begin on the last frame of invincibility or the frame after, the assist would win or trade depending on timing and priority, respectively. In case one both your hurtbox and hit boxes are active, but only their hitboxes are active. In the second you can both be hit, so it would depend on timing. It all depends on how many vulnerable frames there are between landing and active frames. It may also have to do with breaks between multihitting attacks and assists (at least invincible ones) having higher priority or some weird properties on start up, especially if those two frames of vulnerability are during the active frames of the assist.
Also, using your example, wouldn’t napalm pillar be a lot easier to beat since cerecopter or other fast multi-hit moves would always, or almost always, win against it? You should test that (I dont have time to), but I seriously doubt that’s how the system works. I dont have frame data or time to play for a while or proper recording/testing hardware, so doing a frame by frame analyzing or video wont work. Just lab it up, like you’ve been doing. If it doesnt work, it doesnt work. Not much we can do about that except ask Mike to look into it, but you’re definitely the first I’ve heard say his assists/specials are getting beat improperly. Who knows. Maybe you’re right, but I just dont see how.
just did a bit of testing with it but its really kind of hard to see what is going on it happens so fast etc etc.
assist vs assist works exactly the way i thought it would. you call an invincible assist into an already active assist and the invincible one will lose every time since it becomes briefly vulnerable while it is inside the active frames.
i think the problem with cerecopter is its startup frames arent exactly great. you can actually start to hit the point character with it and then the assist will interrupt the attack if it has invincibility (you can get about 2-3 hits of copter before it gets stopped)
so basically you can afford to be pretty lax with your assist calls versus cerecopter since by the time it has reached active frames, updo or NP has already landed and is now in its (invincible) startup frames.
its really hard to tell by eye whether the point gets hit by cerecopter first or their own assist hits the ground. i just always noticed the combo counter going up and then getting hit out of it. you can clearly tell which assist is called first though.
gonna have to start calling them a little earlier against invincible assists in future then. im honestly not sure about the whole HB versus beam thingy though.
i posted about it ages ago in this thread i think, yea just let the armour on the run absorb the hit and then then activate the 360 which should catch them in the landing frames of a jump making it inesacapable.
sometimes ill just run from almost full screen and throw it out if people expect a butt or kanchou. kinda risky though if they jump.
Meh, cerecopter beating out invincible assists even though its called first would be really stupid imho… A lockdown, antiair,invincible on startup, higher hitting than hornet bomber at spawn point, innvincible assist killing assist…
Shit would be dumb.
Hornet bomber is already dumb but a cerecopter that acted like that would make the game unplayable imho.that or everyone would be running pea/cere to counter the assist…
What are the best assists to use as alpha counters? Ignoring whether they’re good assists in other respects. Preferably something with a high probability of converting to a full combo.
Off the top of my head some I would want to try out are:
Filia updo (2 metres for combo)
Fortune dp+LK
Fortune qcb+HP
Valentine throw
Cerebella qcf+throw (cornered)
Cerebella dp+MP
Double dp+LK (2 metres for combo)
Double throw
Painwheel throw
Everyone says alpha counters are great, so why not build a team specifically to make use of them? Point/Assist/Alpha Counter against rushdown would mean if they win neutral and put you under pressure, you have a way to turn it around or get your damaged point out with just your starting metre.
As an assist, it’s an empty threat is what I should have said. It does nothing but put your team members into harm’s way. Normal attacks may be the second best choice for straight alpha counters, since well-timed counters can turn into meter-less combo starters or cancel into specials. That also leaves you with a useful assist as every character has at least one useful assist normal iirc.
Assists in general put teammates in harms way. Assists protect points. Points protects assists. Plus run can still be canceled into select specials, supers, or just stopped. I will admit that you may end up using less meter though.
And as Peacock, one of my mains, if you hit cerebella your getting shot, so it’s barely any skin off of Cerebella’s nose.