Hi everyone
Give Devil Trigger hyper armor
By everyone
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So I heard about what just started to happen in this thread, figured I would attempt to yell at everyone based on that list a few pages back.
I wouldn't really know what to do with TAC hitstun. It should probably reset the hitstun timer, but it should progress normally afterwards until touching the ground. Destroying the ability to extend combos with TACs isn't a good idea, but infinites should be gotten rid of. The TAC counter window should be increased with no visual cue as to which direction it is, making it easier to react with S instead of mashing it, also discouraging mash S + rolling the stick instead of guessing and eliminating the no TAC > hit them out of their preemptive counter mixup.
I don't think the throw tech window needs to be increased, that sounds like the beginning of an online wishlist. Throws should be a powerful mixup option, killing characters off them is an entirely separate issue.
Getting pushed back further from throws would also be super terrible for characters without big buttons, all it would do is make sword normal/super armor characters more ridiculous post throw tech than they are already and hurt everyone else. At one character length Wovlerine's s.L would probably still reach anyway, letting him shit on the entire game post throw tech.
Not being able to throw/tech with diagonals is how the game should have been the whole time.
XF2/3 speed and damage boosts should be toned down, install hyper boosts should add instead of multiply.
Lowering the overall damage just hurts everyone who doesn't already do a ton of damage. Leave that alone and nerf the minimum scaling values on characters who do too much damage.
Get rid of assist calls during both tech rolls and air techs. Make neutral techs on the ground slower, characters stand up far too fast which makes reacting to the neutral tech actually difficult which is one of the dumbest things in this game.
Now, of things I've noticed, you should be able to buffer inputs during the opponents hitstop, currently when your opponent hits your assist character you're practically unable to do anything because of all the hitstop. Zero's s.H is a great example of this.
When an assist character is hit airborne and sent into knockdown, the character should be invincible upon standing up and exiting the stage. Standing up and getting hit by a meaty super instead of exiting is incredibly stupid.
Probably more of a Dante problem than it is for anyone else, the death freeze upon killing a character shouldn't eat the input during it. In vanilla the input move came out as soon as the freeze ended, here you get nothing.
Looks like Kusoru is a bad player.
Being a bad player is irrelevant, never in my life have I laughed harder at someone trolling in a fighting game than him playing Sol, and thus he shall continue to be revered as the finest troll to ever grace the FGC.
Spitfire with Vergil is alright, it's just a tad bit slow. If you mistime the assist people can throw you after Rapid Slash before the Spitfire approaches so you have to be on point with the calls.
Vergil can use Spitfire to convert Helm Breaker/Ground Throw into combos, and I would probably just use Spitfire + s.H > teleport or something instead of Rapid Slash. Spitfire actually works well with Vergil from what I've seen.