RetroStation
The Eternal Casual on Hiatus
Or corner to corner for 8.1 without assist.
What's that?
If this is starting with st.LK > st.HP or a heavy then I'm gonna slap you. (Share please)
Is that gonna be a thing I'm never gonna live down? :P (Gimme a sec)
Jump back headspike is equally as safe, and no one had a headless to head on combo (other than ending with a lvl 3, which you can still do) so I'm not sure where you got the idea that it was easier.
It's probably better to take the head off while in neutral. Head spike combos do less damage, and its a nice little air fireball. Hell, you don't even get reset potential from headspike combos because head on resets are really strong. I'm beginning to think that the only transition combos worth doing are normal head on combos that end with a burstable knockdown and a head spike. I don't see the value of them otherwise.
Errr you're actually quite a bit off on this.It's probably better to take the head off while in neutral. Head spike combos do less damage, and its a nice little air fireball. Hell, you don't even get reset potential from headspike combos because head on resets are really strong. I'm beginning to think that the only transition combos worth doing are normal head on combos that end with a burstable knockdown and a head spike. I don't see the value of them otherwise.
If you jump back and throw off your head your opponent can do things still, if you take it off as part of a combo then they cannot. If you want to put the head back on then you're going to have to give your opponent some breathing room. Therefore it is easier to go headless than to get the head back on so there is a missing equality there. My desire is that going from head on to headless requires you to slow down for a moment and give your opponent a little bit of breathing room, just as going from headless to head on does.
But.... Head Roll is -2 in current Beta.
I don't see that happening, also double butt/any lock down assist exists so you don't ever NEED to let off the pressure to get head off (not to mention head roll being +1 and jump back head spike being used only while you are already in neutral). And putting the head back on will always be more difficult because the head will always be in different positions all across the screen, unless you drastically nerf both head roll and head spike somehow. You haven't really articulated a point other than your desire to make these attacks worse.
Why exactly do you want the transition to be difficult? Is it just one more place she can be nerfed?
This is the entire reason right here. If you want to know why that is the reason then you might be disappointed that it's not that I want to shift any sort of balance and more about what I think would be more enjoyable.
Air super -> sneeze does that too, and has since Undizzy was added...so yes. Both are intentional, so that you can't do full undizzy chain rekka super to stance switch for free.
But you can combo after if you sneeze.
Because you don't get an untechable knockdown from Feral Edge.
s.LK, s.HP as OTG? Don't think I didn't catch that :P
c.lk :P
Ya, I didn't even think of using cr.HP. I'm so used to OTG'ing like that.
j.MP is faster and if you look at the hitbox in training mode, you can see that she does not have vulnerable hitboxes in the space where the move is active. j.HP has vulnerable hurtboxes (where she can get hit) that poke out of the hitboxes, so j.HP loses to a lot of character's go-to air-to-air normals. j.MK can easily go into her axe kick, same with j.LK.Actually , j.hp has wider and longer hitbox , than j.mp (wich is her #2 air-to-air hit in my mind). j.mk makes your opponent knokback'd into space and j.lp-j.lk is way too fast to be reacted on. That's why j.hp's the beast air-to-air and air-to-ground hit , but in beta version it's only air-to-ground , so it's kinda loose of universality of this hit.
PS:I think we should allow to vote only for people who's playing Nadia Fortune
Don't read too much into me calling it the new BnB. The best BnB is whatever works for you (as long as it does over 7k, hehe).I like the new j.HP in terms of neutral but still preferred the combos with the old j.HP hitstun/knockback. Not a fan of the new head on bnb, it still feels super awkward to do compared to the old ones, but the IAD j.HP as an ambiguous crossup is a lot better.
I don't think the new version has enough hitstun to make it viable for air to air confirms, but maybe I'm missing something.