Vulcan Hades
Noob
Ok, first I used to think players just didn't know how to get around those interactables yet. But after some testing in practice mode I have come to the conclusion that the stage is in fact total BS and straight up scrubby.
1. The robots seem impossible to jump for 80% of the cast. It doesn't matter if you jump late, the interactable hitbox is too big. So you absolutely need either a double jump or an air dash to avoid the robots via the air. Otherwise you have to be fullscreen to not be hit.
2. Unlike other stage interactables, the robots seem impossible to avoid using the invincible frames of a well timed backdash.
3. Most characters cannot dash in and punish with a MB b3/f3.
4. I tried meter burn dash canceling into a combo punish. But this is only possible if you're around jump range or closer and only if you have a decent dash + fast combo starters (between 6f and 9f startup) with good enough range. Batman can MBDC from jump range into 11 or b1 but his 2 is too slow @10f startup.
Possible Solutions:
-Shorten the vertical hitbox of the robots so that most characters are able to avoid it with a late jump.
-Make it so the player using the interactable has more recovery and is more easily punishable with meter burn dash cancel.
-Make the player using the interactable lose the same amount of health if he is hit during the interactable animation. (this was Pig's idea I think)
-Make the robots track a little less. (Konqrr/Circus)
1. The robots seem impossible to jump for 80% of the cast. It doesn't matter if you jump late, the interactable hitbox is too big. So you absolutely need either a double jump or an air dash to avoid the robots via the air. Otherwise you have to be fullscreen to not be hit.
2. Unlike other stage interactables, the robots seem impossible to avoid using the invincible frames of a well timed backdash.
3. Most characters cannot dash in and punish with a MB b3/f3.
4. I tried meter burn dash canceling into a combo punish. But this is only possible if you're around jump range or closer and only if you have a decent dash + fast combo starters (between 6f and 9f startup) with good enough range. Batman can MBDC from jump range into 11 or b1 but his 2 is too slow @10f startup.
Possible Solutions:
-Shorten the vertical hitbox of the robots so that most characters are able to avoid it with a late jump.
-Make it so the player using the interactable has more recovery and is more easily punishable with meter burn dash cancel.
-Make the player using the interactable lose the same amount of health if he is hit during the interactable animation. (this was Pig's idea I think)
-Make the robots track a little less. (Konqrr/Circus)