06-23-2013, 09:27 AM
(06-23-2013, 05:18 AM)支倉凍砂 Wrote: Thanks, I got it to work somehow. If you are close to the corner Spectre Kick will bounce them back to you.Awesome, this should always happen when characters are knocked against a wall in lf2. (I hate them getting stuck there and combos extending infinitely)
(06-23-2013, 05:18 AM)支倉凍砂 Wrote: The +3F hop is in this patchBetter but still not my cup of tea. I bet he will make a really cool com opponent but not a well playable character.
(06-23-2013, 05:18 AM)支倉凍砂 Wrote: new kind of Phantom Guard > Phantom Punch.This one is ridiculous. Why so high? Also why is the phantom punch always hidden behind another action? Next to the no run hop this is the second reason why his controls are very clumsy. PD and PGs only purpose seems to be starting the PP when it would be much easier to start it with a ground D^A.
(06-23-2013, 05:18 AM)支倉凍砂 Wrote: increasing distance and/or duration of Phantom DashOnly do that if you also increase the time frame in which you can do the PP (I think it's too short - I often end up just dashing into the opponent without doing it and getting my a** kicked).
(06-23-2013, 05:18 AM)支倉凍砂 Wrote: adding zwidth to Spectre PunchThat would require a radically new and well done animation to justify larger than normal zwidth on a melee attack.
(06-23-2013, 05:18 AM)支倉凍砂 Wrote: adding some wall bounce to JKAdd wall bounce to everything(!) - Just to see how over powered he gets with it.
Maybe also add the kick/dash attack to the hop or allow dashing after it like after the jump.
favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves