nope. i find her much more ambiguous with the her double over heads, which can cross up, or she can land and go low/throw. much more ambiguous. as hard to block as mvc2 magneto due to these mixups/speed. other characters don’t have this, and are much easier to block.
*she is not easier to keep out, due to her speed and the way her airdash operates. all it takes for her is one hit then you are stuck in perpetual reset hell. or one block and a choice throw.
*parasoul was never part of the comparison, so arbitrary to bring her up. and although I do agree that Parasoul is an overall better character, with an assist that in most situations is better, you can’t pretend like having something like better speed and mobility is just a small thing. Generally they serve completely different purposes in a team setting.
aahh man cerebella damage nerf already? were people really complaining about how much damage she does? shes a grappler for christ sake. ive seen painwheel players do like 60% damage in one combo as well are they gonna nerf her damage as well as the changes in IPS?
Depends if it’s weird/crap rollback where you hit the guy but you actually didn’t hit him and you get combo’d or the guy suddenly teleports in front of you as you don’t even have time to react to anything. Happened to me when I played really bad connections on SG and bad connections on sfxt/3.3.
Only game I played was JJBA on it with people from France so I wouldn’t truly know but if it’s possible to have 130 ping+ on 2 or 3 delay smooth then I’ll jump higher than a cat trying to catch a fly out of joy.
Going to try and get you guys a sneak peek at what the stream will somewhat look like at Evo hopefully by the end of next week. Hopefully everything is done by then and I can show it all off.
so i was just wondering, now that bellas DP+throw anti air has had a buff and catches people who are blocking in the air now, does this mean its properties have been changed from a strike (since it was blockable) to an actual throw now?
mainly because i want to know if you can still combo into it from a cr.HP since you usually cant combo into throws (unless its from stagger of course).
No it was always caught people who were trying to jump away. It was always unblockable on the way up and blockable on the way down. People are confused about what the buff actually did. All the buff did for that move is increase the horizontal range on where it catches. This is so that after pretty much all of her combo ending strings, if they try to jump out then you can be sure that Excellabella will catch them. Because sometimes currently they can still jump out after certain strings and it won’t catch, which is not the point of the move.
Well I guess this is going to force us to reset using her dp throw after a cr.hp or cr.mk or stuff like that other than doing that midscreen and slapping dem faces.
Edit: Properties weren’t changed, that’s cool.
It does add blockstun in cases where you would have very little. Basically it makes you go through at least the animation of blockstun but it cut’s what blockstun you would have in half otherwise.
Her teleport isn’t simply slower, it got faster startup and more lag at the end to make it the same speed overall. It’s just easier to punish on prediction now. But it also can now be super canceled to punish punishes.
EDIT:2 Oh yeah I ordered my Powerline adapter and it should be here like next week. Not more fucking wireless!
EDIT:40927834
I slipped at work last night and landed on my arm and it doesn’t work so well so I can’t play until that’s better(since I play on stick it hurts too much, if I were a pad player I would be alright). But once it is I want to play like everyone assuming this powerline thing works out for me.