So since this is the time where we have to really refine our change list:
What was our reasoning again for making TACs reset hit stun decay to zero instead of halving it or something similar for guaranteed prevention of long high damaging sequences?
Still don't like this particular change. I get the logic behind it, but the game already gives you enough to work it out through the course of actual match time.
For the sake of looking professional, we should remove this as Guard Breaks aren't just a "thing" that happens or are totally intentional.
*Re-evaluation on push block mechanic and character actions of the offender requested to prevent certain "Guard Break" scenarios.
Well, that might not be the best phrasing as well, but you get my point I hope.
I still think this should be changed slightly to allow high hitstun decay follow-ups with Thunder Knuckle H - Burn Kick feint stuff. The Viper player still has the option of a follow-up from the spinning state the Focus AA allows while said followup is not as powerful or guaranteed as it is currently. God's Beard was saying something like +4 frames of frame advantage on hit, I wish if he could demonstrate what that'd allow her visually for me, but
Was no mention of this being fixed to hit floaters better made on purpose or was it overlooked?
This needs to make a note that it doesn't do so on descent, otherwise Vortex follow-ups are going to be a lot more cumbersome.
I wanted to comment on characters that weren't my mains but everything checks out. Although, I don't know how I feel about Amaterasu's Veil of Mist allowing tagged in partners to continue building meter while the other person suffers from slow mode. :lol
If you ever need a suggestion to replace that, she could always get her Vanilla hit stun back.
TAC Changes:
*HSD returns to 0 after a TAC and builds normally from there.
What was our reasoning again for making TACs reset hit stun decay to zero instead of halving it or something similar for guaranteed prevention of long high damaging sequences?
X-Factor Changes:
*X-Factor now prevents time outs while active.
Still don't like this particular change. I get the logic behind it, but the game already gives you enough to work it out through the course of actual match time.
*Guard Breaks removed.
For the sake of looking professional, we should remove this as Guard Breaks aren't just a "thing" that happens or are totally intentional.
*Re-evaluation on push block mechanic and character actions of the offender requested to prevent certain "Guard Break" scenarios.
Well, that might not be the best phrasing as well, but you get my point I hope.
*Focus Attack Level 3 now causes a significantly less hitstun on airborne opponents with a strike attribute, preventing follow-ups. Grounded hits are unchanged.
I still think this should be changed slightly to allow high hitstun decay follow-ups with Thunder Knuckle H - Burn Kick feint stuff. The Viper player still has the option of a follow-up from the spinning state the Focus AA allows while said followup is not as powerful or guaranteed as it is currently. God's Beard was saying something like +4 frames of frame advantage on hit, I wish if he could demonstrate what that'd allow her visually for me, but
+c.L startup reduced to 6 frames and can be chained into from s.L.
Was no mention of this being fixed to hit floaters better made on purpose or was it overlooked?
- Helm Breaker’s hitbox near the hilt reduced so that it no longer hits characters behind Dante.
This needs to make a note that it doesn't do so on descent, otherwise Vortex follow-ups are going to be a lot more cumbersome.
I wanted to comment on characters that weren't my mains but everything checks out. Although, I don't know how I feel about Amaterasu's Veil of Mist allowing tagged in partners to continue building meter while the other person suffers from slow mode. :lol
If you ever need a suggestion to replace that, she could always get her Vanilla hit stun back.