i don't know, maybe that's too much.
is one of his few moves that knocks the opponent back, seeing as we lost that for
. if that caused limbo,
and it's variations probably would too.
speaking of that, it would be nice to see
cause the opponent to spin around on nh hit again, and
to guard break again. dho
used to guard break too, guaranteeing his launching punch or kick afterwards.
some other stuffs:
- should track
- the kick in () should track
- the second kick in and variations should track
- add lht option after bt
- make and variations 0 on block again (cb, probably won't happen)
- make and variations 0 on block again
- make lft 0 on block again, also give a higher launch on nh
- make lht -2 on block again, also give a higher launch on nh
- make bt 0 on block again
- make bt -1 on block again
- make bt -3 on block again
- make dho -5 on block again
- make guard break again, or give :[[P]]: more than just +1
- add jumping move that avoids lows to hs/rhs, or make / not completely useless. input could be . also make moves like , dho , , bt actually work
- should cause the same stun as again, which needs a bigger hitbox too
- bt /lht should cause a limbo stun on ch again
- and variants should cause a sit down knockback on ch again and be unholdable like sidestep kick ( and lft used to cause the same stun too, but the distance created was too big to get anything else off unless near a wall)
- return old dho punch, which is similar to dho , but leaves you in dho. input could be dho and change his current one to dho . also on it's own would do the punch without entering bt or dho
- return old dho , which is . input could be dho
- return old after his , which is . input could be
- return old after his , which is . input could be
- return old after his , which is . input could stay the same
- return old lft/lht punch, which is a forward/backward roll into a quick jab. input could be for both, and change lht to
- return old booty bump throw animation. input could be (brad needs a circular throw)
- return old relaunch height so it's actually viable
- return old () bounce height in critical so you can combo from it better
- increase frame advantage after bt from 12 to 17 to stop people getting high countered by and being able to hold the follow up
- fix being able to hold out of his limbo stuns
- make him stand up after the car powerblow on the bottom level of scramble, so he can actually get some damage in
- adjust hitbox on so it doesn't whiff 80% of the time on max juggled opponents, especially near walls
- better recovery on moves that lead to hs/rhs. / are particularly bad for this. hell, it's even quicker to enter the stance yourself from those moves. if he can enter and exit hs/rhs so quickly on his own, why not from other moves?
- rhs and variations should hit a downed opponent
- sidestep kick should avoid lows like standalone and have the option to enter dho
- running punch should avoid lows like standalone
- fix on screen move list showing incorrect moves after certain moves and stances, or none at all
- and the obvious stuff, change his hs/rhs to ( is the ground pounce), fix getting stuck in it if you clip through your opponent or they free step, and fix the backwards inputs after moves like and the opponent teching
most of these probably aren't necessary and may even be complicating things, but i just like having options and hate seeing moves go to waste.
and yeah, those moves are both the same sergio.