Well you can combo off of George. At least I think you can.
edit: I guess not in that instance since they’d be getting out of hitstun before you could probably connect another one.

And didn’t you want to play to test that burst bait or w/e?

I totally did, but I had a test today that kicked my ass.

But, I don’t have class tomorrow, so that would be purrfect.

I don’t see how people should worry about the green tech.

The Green Tech is basically tighting up the OTG window so that Invincible assist do not get super easy confirms. I don’t see why Captain Commando or Psylocke assist should allow users to have days to confirm into combos.

Does the green bounce use up the one otg?

Nice! Don’t be sad though, there’s always next year. Chin up!

That’s the sort of thing I was talking about with the preblock traps. Is there a way for Peacock to escape that setup?

I’ve been hearing there’s a bunch of inescapable resets involving assists and pre-block where you can’t up-back out of the throw but trying to up or up-forward out just causes you to get hit by the other character. Seems like it’s not getting fixed until someone good starts to seriously abuse it though.

Holding up. Notice that when Filia’s super crosses her up, right at the super freeze she is no longer blocking. Hell, notice the grab hit and did not whiff. Basically, holding up would’ve been the only option.

Sure, she would’ve gotten hit by super, so up back would’ve worked better.

edit: Or do teleport -> HP to teleport out of throwable range and setting up her the bomb. :stuck_out_tongue:

Upback would get caught in preblock, up would get caught in filia’s super. I saw the crossup but I’m talking more about that situation where they’re actually in the corner. If you do a qcb motion will you get stuck in preblock before the move comes out?

That makes no sense, if you eat it now, obviously the person knows how to use it cause you’re taking it.

LOL, i love when its always people without top characters who cry the most. I love double shes coolz, i love parasoul too <3

Dude I asked you for Double knowledge ten pages ago.

If you love the blobby bitch so much then share the informational wealth with the rest of us already.

Keep it to yourself, Pali.

Make sure no one plays that blobby bitch.

Hate it or deny it all you want, but this is pretty much true. Unless the thing is broken, which Napalm Pillar (and Hornet Bomber) is not. The green tech wasn’t necessary, watch Mike Z play against Napalm Pillar or Hornet Bomber and you will see how easily he deals with the assists.

Well, the Marvel 2 answer is “don’t get put in that situation.”

But really her option is reversal flag (hit reset) or reversal sword (showstopper). Seriously, everybody in the game has an anti-throw reversal option (except maybe Valentine but I’m quite sure she can backdash plus prescription counter is a mad good reversal against everything but throws).

If you know what you are doing which everyone here will certainly claim, the green tech “nerf” won’t mean anything to you. Let’s not forget that Napalm Pillar knocks the opponent pretty high into the air before they fall. If you can’t confirm a hit off that then I suppose you need to be paying more attention which is not a bad thing. Good change.

This is driving me bonkers, everyone praising green tech. Less than 2 weeks ago, almost everyone on this forum was essentially saying any change to Hornet Bomber assist or Napalm Pillar would be stupid, drastic, too early and scrubbish. And I’m not saying I am against the green tech (although I feel it was unecessary), but god I can’t stand hypocrisy.

Also the green tech nerf, that’s what it is, it makes hard knock down assists worse, will affect “good players” because people playing against it won’t have much to fear, and there certainly will be situations where you can’t make the OTG.

Note: for the 15th time Mike Z (along with other good players) proves that these assists aren’t that difficult to deal with, he blocks them and/or punishes them the vast majority of the times when he plays. If you are whining about getting hit by a Napalm Pillar OTG follow up combo so frequently, figure out what you are doing wrong, because that shit isn’t happening to great players.

ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ.

We’ve been on this for awhile, new topic: Factoring in stuff like positioning, follow up potential, difficulty to punish and so forth, any thoughts on which characters have the best tag in animations?

i think someone wants his easy hitconfirm…

for the record, i personally never thought that pillar,updo, or bomber should have give ANY sort of OTG in the first place… an untechable knockdown would be MORE than enough and probably to much. i dont see why you should get an easy combo for basically doing a reversal. your advantage should be lmited to the space you gain, the ability to setup offense or defense and the raw damage that comes from the reversal assist in the first place. that along with doing away with the extremely stupid (imho) 2 frames of vulnerability (if i called out an invulnerable assist… i want it to be invulnerable, damnit) so yeah, easier to call and use which = easier baiting and but lessens overall rewards for calling a defensive assist in an offensive game… which isnt a very hard guess to make… lets be fair.

-dime

Best tags have to go to Painwheel and Double.