Yeah the assist buff would really help with recomboing. It feels like Dormammu’s pillar assist in MvC3, which was very difficult to use because of the range and weirdness.
Or they could make it track (except for absolute full screen, which it can’t reach). It doesn’t break Nappa, it won’t break Frieza.
Making the falling down lv3 beam not suck would also be good. Being penalized for using Golden Frieza is dumb, when the benefits are less than Adult Gohan’s install. Adult Gohan’s install levels stay too, iirc.
I’m hoping their changes to Beerus are more than just infinite ki bugfixes. He has a lot of cool stuff but system mechanics hurt him terribly. I saw somewhere that moving orbs should have beam properties, but stationary ones (just the QCF S- 6 balls) should be ordinary projectiles. That would be a super cool fix, and make it less annoying to deal with super dash as Beerus.
Nappa’s assist is one of only like two things the character has going for him. I would probably buff Frieza some other way rather than have him step on Nappa’s toes.
This move looks like ghost kamikaze on steroids if he ends up being able to move during the whole thing, and not just stand there. It’s also a cinematic which is unique for a level one. https://imgur.com/a/D7AaRtn
Gotenks assist tracks, as does A16 (a little bit), and beam assists hit half the fucking screen, so Nappa isn’t really unique. I don’t think people pick Nappa for the assist, but to dick around with saibamen.
Arcsys would be completely incompetent to not significantly alter Nappa (many buffs), so it’s likely he will be marginally better in the future anyway. That’s even more a reason to “buff” Frieza’s assist.
But I would settle for the L version of Frieza’s pillar.
That’s actually part of my train of thought though. There are four characters with that kind of big static hit box assist. Of those four, Nappa is the worst character, so I’d rather they at least keep his assist marginally better than the others.
I kind of think they’d be more inclined to implement that anyway, because it keeps the assist version of the move from having better properties than when it is used with Frieza on point.
Nappa is one of the "low tier " characters that you actually see in high level play. His pressure is nuts once you get it going. Can’t be buffing this dude too much
Combo extension is was actually not the main reason I’d like to see Frieza’s assist changed to L or tracking. The most important reason is that it’d make a very good AA-assist. Since that thing drags you straight down to the ground if you block it in the air, it means that being airborne in the space it covers could lead to you having to block an offensive sequence. It works that way now as well, it’s just that the space it covers isn’t really relevant. If it was closer, staying airborne at close-ish range would be dangerous. It’d also be easier to convert from at that spacing. The utility from being a far better combo- and pressure extender is just the cherry on top.
This is also exactly why I doubt ArcSys would do this. Good AA assists interfere with the UNGA. Can’t have that in this game.
Does anyone else ever have any weird input moments that don’t make any sense with this game? I have them quite often. Like last night for example. Was using Krillin. Wanted to do double jump into SD (up,up S+H) and somehow got double jump into light rock throw. Didn’t even touch the square button nor did the directional input make any sense. Was at the start of the round and stick was at neutral before doing any inputs. There’s no way I should have gotten rock throw.
With Trunks I will try his level 3 (qcb+L+M) and will some how get his H.flip even though I didn’t even touch the H button.
I’m using a qanba crystal that has light up buttons and I can clearly see what I’m pressing while playing. I get mad salty as fuck when I’m getting some bizzaro ass inputs on screen that are nothing like what I’m pressing.
Edit: Am also noticing another one in training mode. And this one only happens with Krillin. Sometimes if I IAD a.H then try to follow up with 2m,5m,etc. Krillin will instead to 5m,2m. Even though the input log shows that I actually did 2m,5m. Maybe there’s something where he’s not counted as being in a crouch position yet after landing. But idk. I don’t have this happen with Trunks, Vegeta, or Gotenks.
First off, love the intro. If only because Vegeta is SUPER pissed about it. Second, Final Kamehameha may now be the best looking Beam cinematic. Sorry Perfect Kamehameha. Third, kinda disappointed it wasn’t base Vegito.
Analysis time
Vegito’s moves all have a ton of motion to them. Between that and his sword he looks to have reach and positioning for days.
Speaking of which, I bet his sword toss special combos into his air grab special to flip them back to the original side. Said air grab seems to throw them far, but it does still move Vegito a fair bit as well.
I bet that face slam on the ground is an auto combo move
His air kicks knock people really far away. Seems like a combo ender in the air.
Sword super l will be the go-to tag in super due to it’s range and speed, but choke slam super will still be useful for things like Buu or aerial Big Bang should the sword not reach.
Choke Slam Super stops time while he’s falling after the vanish
The air throw was meter burned, so we could probably expect the non meter burned version to follow the trends of ‘Meter Burned = Best parts of L and M’