obviously if an oppertunity presents itself im gonna use something other than a cr.lp to start.im talking about a small window punish. and why would i burn a meter for a measly 5000ish damage (doing 360 or DDxxSuper) when i can get about 7500 damage for the same amount of meter using my current BnB.
and i use cr.LP a couple of times in my combo, not just as a starter. so dont act like you know everything about the way i play. you think i dont know there arent other ways to restand with bella? the reason i used j.LP mash as an example was since you are going to be using it at the end of a combo (unless you like a ton of damage scaling early in a combo) chances are youve already used a st. or cr. LP somewhere earlier in the combo.
Jeez so aggressive. You can burn meter because it’s easier, or maybe you want to dhc out without the risk of doing an extended combo. I never said anything about the way you play, just that there’s plenty more to think about other than the combos you currently have.
yea true i will work it out when if it gets put in i guess. it just annoys me that people complain about long combos in games a lot. they have access to doing them as well but its not everyone elses fault if they cant be arsed to do them. no game is allowed to have fancy looking combos anymore it seems because people dont like getting hit with them.
edit : apologies for being stand offish i just took the “babys first restand” comment as a personal dig.
Peacock builds ridiculous amounts of meter from her zoning as is. Getting rid of that in exchange for activating the best special in the game (imo) would force you to actually think about when and how you use item drop.
I’m still really bummed about the IPS changes, I was really rooting for players like Severin, he was my Skullgirls hero, and now I can’t play like that, your time in the lab learning really cool combos basically isn’t rewarded anymore. Really major nerf for characters like Valentine and Parasoul, good for Peacock players because when they get blown up they have a better chance of getting away. I’ll probably go to peacock provided they don’t nerf item drop which would be a major abortion.
Overly long combos get old after a week and its no fun being disabled from the game for huge amounts of time, especially with the crazy resets you can do in this game. It’s bad enough being locked into a 20-30 sec combo, but it’s hell to get reset at the end of it into yet another one.
In terms of changes to the IPS i think this is good honestly. Will up the time both people are active and will further encourage the reset mentality.
but then resets are getting nerfed as well when you think that throws are getting their tech time increased by 3 frames. gonna place a bigger emphasis on left rights possibly. personally i like squeezing every last bit of damage out of combos i can before attempting the reset. dropping combos early doesnt make much sense to me tbh, unless of course you have conditioned your opp to expect a reset at a certain point in a combo.
oh i know the j.LP part will be fine, its what you do after that when you hit the ground is the part im thinking about atm. its already tricky to get the timing just right using st.lp, nevermind if you have to use something slower like st.lk, cr.lk.
For reference, here’s a tentative list of some of the changes the patch should entail (again nothing here is final):
-EKG Flatliner only hits the point character, and goes through assists (may or may not stay)
-Cerebella’s anti-air grab has larger range
-HK Hornet Bomber no longer has invincibility and has techable knockdown
-Peacock’s teleport has 3 more frames of recovery
-Peacock’s lvl 3 is easier to input
-Painwheel’s air Blockbuster damage adjusted
-Double’s lvl 3 does less damage and has been sped up
-Valentine’s lvl 3 has been sped up and the animation can be partially skipped by holding a punch button
-Napalm tears now scaled
-Fortunes head now goes flying when hit in Noms
-Excabella input on assist select is less precise
-Green Vial time goes down on additional hits
-IPS will now consider standing normals, crouching normals, and command normals to all be the same attack
-Training mode options are being worked on
-assists now take 120% damage rather than the original 106%
-tech window for grabs is now increased by 3 frames
-tournament mode (disables achievements and returns players to controller select screen on controller unplug as well as resetting controls to default)
-menu select screen allows you to go to the bottom selection by hitting up
-exit game no longer brings you to dashboard (I believe)
-fixed some crashing bugs
-Painwheel’s Pinion Dash (down, down, K) is being changed to down, K (I believe that’s the input) and activates once 4 kicks are input within 36 frames (I think that was the amount), also it’s cancellable into some normals
-assists will have more mapping options
-PS3 ranks altered, US & EU PSN bug fixed
-more regions
-working on making pause menu not appear as an option in training
-Lobbies and additional online features will have to wait as the guy responsible for all that is working on the PC port
In addition to what Vulpes posted, we knew from like day 3 that this was a mistake and shouldn’t have been in the game the way it is. If one is to complain bout the nerf, the onus is on them to explain why it would be good for the game for things to stay as is.
So I’m just gonna interject here after catching up… Did no one practice resets? If it makes any of you feel any better… no matter what is done to HK Hornet Bomber, people who substitute learning with whining will still get hit by it. Again… and again… and again. I know that makes me feel all warm and fuzzy still :D.
Starting your punish with cr.lp is fine. In fact you can do a cr.lp to run stop to cr.lp to launcher. The combo would only be at stage 0-2 at this point so your st.lp restand would combo just fine. Any grounded lp after that restand will trigger IPS though.
Few changes/additions:
-ALL versions of Hornet Bomber are now techable, not just HK
-LK Bomber has invincibility into the active frames, MK as invincibility up to, but not into the active frames, HK has none (Exactly like Fortune’s uppercut)
-Last hit of Double’s level 3 now knocks the opponent the opposite way and is techable
-Last part of headless Fortune’s Cat Scratch Fever no longer whiffs on smaller characters crouching
-Cerebella’s Pummel Horse no longer misses on crouching Valentine
-Hitbox glitch has been ‘fixed’. The best Mike could do was make them turn 8-bit instead of into hitboxes. Now makes the game look sort of like a Japanese porno, which is HILARIOUS to me. Almost unnoticeable in an actual match, Mike said.
-The tech window of Cerebella’s Grab Bag air command grab (4 frames) hasn’t changed at all
-Hitstun on Double’s j. HP reduced from 37 frames to 27. Mike said this was a typo in the game’s code.
-Double builds no meter while Catelites are out