Geyser, as far as I know, being "unstoppable" doesn't make you unthrowable, does it? The only thing that does, to my knowledge, is being in mid-air, so perhaps the sledgehammer heel and twister kick should make Konoko do a tiny, almost imperceptible jump to deal with Gumby's issue.
]]>i never found use in the side kicks and side elbows, it's not like prince of persia, the enemies were designed for you to use those side moves... i wish i could use them, but i could not. need to learn how, i guess.
]]>Is it possilbe for geyser or somebody to make those animations throw proof, but not neccessarily invincible?
I think the most consistent fix is to make the player "unstoppable" but not "invincible" during those. Maybe "unkillable" somehow...
Same would work for throws: if they can't interrupt your throw but can hurt you plenty, that should be dissuasive enough, right?
The only problem with that is that I'd need to actually sit down and tweak all those, and then test, and tweak and test again...
Also, I have found that enemies can grab you mid Twister Kick...it shouldnt be possible, as you are spinning quite quickly...just like it is possible to grab Muro mid breakdance and throw him...
Is it possilbe for geyser or somebody to make those animations throw proof, but not neccessarily invincible?
]]>I think the wisest way out of the übercrowded OTA situations is carousel + advanced close-range tactics.
I mean, a few well-placed directional kicks are surely more rewarding than a bunch of throws or specials.
In the (near) future, I hope smarter (but fewer) AI will make those crowded corridors a thing of the past.
As for the invulnerability during throws... I think it might be fixed consistently, just not with top priority.