I thought that's what the other hyper's change was for? I thought that after it was completely, Skrull just recovers instantly?
That was changed because even on hit it's not safe for Skrull, really. He still wouldn't be safe with that because tons of hypers and moves can hit him, and it's -11 on block.
Plus, Inferno should be his go-to move to make whiffed command grabs safe. I'd like to make it something like -3 on block so it's a safe option.
I'm getting rid of Sentinel Force L/M being fly-cancelable. I keep thinking about it, and it's just too good for pressure games. They're still solid keepaway tools.
That's a mid screen low that leads into a full combo... now that RP has more hit stun and he can link into HSF from it. It's way too good.
K.
Sentinel:
*Flight Startup reduced to 8 frames; Flight time increased to 180; Flight movement increased; Sentinel now turns faster when passing by opponents during Flight; Flight now limited by the number of specials used in the air total (3 per jump max).
*Health increased to 1,100,000.
*j.M, c.M, s.S, j.S, and j.H now deal 15% chip damage.
*s.S returned to Vanilla hyper armor status.
*Rocket Punch +0 on block; hitstun increased to Vanilla levels.
*Hard Drive given a small vacuum effect on characters it hits; characters no longer drop out.
*Sentinel Force H startup reduced to 30 frames; drones arrive if Sentinel is hit on frame 1; bombs are dropped from a slightly greater height; area of effect slightly increased.
*j.H reduced to 14 frame startup.
*Damage on Plasma Storm and all non-beam normals reduced by 10%.
Assists: Sentinel Force L, Sentinel Force H, c.H