Heya, Avatar Belial main here. You mostly got everything right. One thing I do gotta note is that pact followups do impact the combo limit like they always have. The main buff comes in their newfound use in combos. After every Heavy special, 5U will wallbounce on any hit and 8U will groundbounce on airborne hit, both allowing for further conversions. Also, that 236H change sorta screws up some jump-in confirms (j.H>c.L, c.HXX > 236H, c.MXX worked prepatch but now 236H will push them too far away and you have to settle for j.H > c.L, c.HX > 236H if you want c.MXX) Overall, very good video, I really like Avatar Belial this patch. They took a glass cannon and made a styrofoam nuke.
The Avatar Belial changes are really nice, while it doesn't push him into high tier or anything it does feel like he is more of a 'complete' character now, doubling down on the idea that he can pretty much two touch you from any stray confirms, but in return, he puts himself in a one-touch situation. It also makes his general pressure a lot more intimidating because any random move he throws out now can be absolutely devastating.
Yeah and honestly that's probably the way he should be. Mosquito squishy, but mauls your ass like a liger if he gets on you. I like having that sort of specialist in the game, in contrast to regular Beliel. That less stable option is there as a bonus if you want it. Patching him feels more about making sure you get the right reward to justify it, but also making him not /too/ unfair to his players. Like you said, "complete".
I think the wording of that change to the pacts and ex specials was referring to the fact that pact on ex specials gives the wall bounce/ground bounce. It was just poorly presented. If there is any difference though and I say this as an observation rather than hard testing, its momentum retention.
Heya, Avatar Belial main here. You mostly got everything right. One thing I do gotta note is that pact followups do impact the combo limit like they always have. The main buff comes in their newfound use in combos. After every Heavy special, 5U will wallbounce on any hit and 8U will groundbounce on airborne hit, both allowing for further conversions.
Also, that 236H change sorta screws up some jump-in confirms (j.H>c.L, c.HXX > 236H, c.MXX worked prepatch but now 236H will push them too far away and you have to settle for j.H > c.L, c.HX > 236H if you want c.MXX)
Overall, very good video, I really like Avatar Belial this patch. They took a glass cannon and made a styrofoam nuke.
STYROFOAM NUKE i'm dead
I appreciate the extra breakdowns on your end! You've earned a pinned my good friend
The Avatar Belial changes are really nice, while it doesn't push him into high tier or anything it does feel like he is more of a 'complete' character now, doubling down on the idea that he can pretty much two touch you from any stray confirms, but in return, he puts himself in a one-touch situation. It also makes his general pressure a lot more intimidating because any random move he throws out now can be absolutely devastating.
Yeah and honestly that's probably the way he should be. Mosquito squishy, but mauls your ass like a liger if he gets on you. I like having that sort of specialist in the game, in contrast to regular Beliel. That less stable option is there as a bonus if you want it. Patching him feels more about making sure you get the right reward to justify it, but also making him not /too/ unfair to his players. Like you said, "complete".
I think the wording of that change to the pacts and ex specials was referring to the fact that pact on ex specials gives the wall bounce/ground bounce. It was just poorly presented.
If there is any difference though and I say this as an observation rather than hard testing, its momentum retention.
I love the new avatar belial combos.
they're soooooooo sick I'm tempted to mess with him but that's strictly a downgrade from Belial