the_rpg_king
Maid of Justice
I just can't stop getting over on how the speakeasy in Skullgirls looked so charming. They have done an excellent job on it. Even the NPCs are sketchy.
Far as I know, all we have seen of the bunny girl super is the frames with Dahlia moving alongside them. We don't know what level it is and we don't know how it's gonna work. You may be right, but currently how the move is going to work is just completely up to speculation. We certainly don't know if that is the reason for such a long gap from the latest update.Hmm, if I recall correctly, since Dahlia's lv. 3 super is an install that calls forth her bunny minions to fight alongside her, they have their own animations and that's the thing that took the longest. That explains why we are left in the dark and haven't got the next Alpha update for two and a half months. I think Hidden Variable and Future Club are gonna need a lot more developers to speed things up.
It has to be when I am so eager to find out what changes are they gonna plan when Dahlia enters Beta and to find out what will happen to the character select grid and Marie's boss version once her playable self enters Alpha. These are the answers I seek. Besides, we're nearing the end of 2022 and we still haven't gotten a new update.Far as I know, all we have seen of the bunny girl super is the frames with Dahlia moving alongside them. We don't know what level it is and we don't know how it's gonna work. You may be right, but currently how the move is going to work is just completely up to speculation. We certainly don't know if that is the reason for such a long gap from the latest update.
You guys are silent for four months since the latest Alpha update, but I'm glad you guys are finally telling us what's going on. I look forward to seeing you again after the holidays and I'll be finding out if Black Dahlia gets her Nine the Phantom palette or not on her full release. If not, it's fine with me.Hey all,
Long time no speak! (I'm really sorry about that, although sorry doesn't cut it and we'll be redoubling our efforts to get back into the swing of things in the new year as stated in the latest announcement)
I've read through all of the feedback here (did awhile ago) and combined it into a list with my own notes, then did a balance pass for Black Dahlia around that final list. A good amount of feedback from here should be addressed (new sLP with art tweaks to hit way lower for example), but there will also be changes unrelated to what's discussed here based on other buffs (LP > LK chains, linking cMP after Empower, blocking after Onslaught flip, etc) / nerfs she's receiving, in addition to her three new moves.
The next version of Black Dahlia won't be fully locked in so there will be a bit of time for tuning and bug fixing in the new year after HVS is open again (we are closed over the holidays). Please do leave your feedback here when the next build releases, but I urge of you to play with the build for a bit before dropping knee jerk reactions (new reworked Fire and Ice shot particularly), and I'll get to all of it after the holidays! If you leave feedback in Discord, I won't be able to scroll back to it after we're back from the break, so it will most certainly be missed. Thank you everyone, and happy Holidays! =)
Should we have any more interesting information on the Dagonians like Minette even though they are species based on sea creatures?I think you knocked this character out of the park in this version of the game. Only a few notes I have:
Empowered Assault J.LK into J.(HP) Does not work sometimes on characters crouching.
I would like to see the second hit of Empowered do like 100-200 damage or so. It doesn't have to kill either so that you get that satisfying ending if you end the combo with empowered.
I'd like to see St.LK Become a standing low because my setup brain has SOOOO many cool setup ideas that would work if she had a single quick hitting low, and since most of her lows have low damage, I don't think it'd be too bad if she had this one to make up for Cr.LK and Cr.MK.
When the opponent is at Max Undizzy, if you start a a brand new chain with an Ice bullet, it automatically puts them at combo stage 5 instead of 3 which means you only get one chain at max undizzy. Might be a bug.
Parting Gift I think might need a slight rework as it's not necessarily a BAD super at all, it's just can't be justified over EX Reload or Level 3. I'd love to see it be reworked where it does less damage but for One bar I throw it onto you, and then I can detonate it for free later. This would "technically" enable 1 bar Dhcs, but I don't think in her case since she's using the meter preemptively that it's necessarily a bad thing. It could be a unique feature about that super. And it sets it apart from day 1 Annie install because in Annie's case, she didn't use a bar at all for free dhcs hahaha. I just think as it is right now it's too expensive for OK reward whereas hit confirm into EX reload gives her the world and her win condition.
Would potentially like to see an alternative version of Barrel where it's already on fire so when you kick it it just instantly explodes when it makes contact with someone. Gives people the "cashout" super they want.
I think Railgun is her weakest bullet and I'd love to see it wallbounce the opponent similar to Shotgun so that you could do snipe shots into barrel conversions. I personally think they would look so sick. I think I have 0 incentive to use this bullet except when the opponent is fullscreen and at 2%.
Other than that, I think what's super unique about this character is that she follows a completely different rule when it comes to using meter. Every character wants to cashout near the end of the super into DHC DHC where she wants to use the meter as EARLY as possible to smoke your lifebar later. Its VERY unique and what's making the character so fun and expressive to me. I legit haven't had this much fun with any character in Skullgirls in the years I've been playing this game.
20/10 Liam you've truly outdone yourself on her.
it is still hard to get 5HK, 236HP, 5MK, Empower consistently. Empower is sometimes slightly too short to hit small characters (Fillia).
5HK, 236HP, Last Call, microdash, 5HP (hold) seems unnecessarily hard on heavy characters. maybe make normal shot knock the character up slightly in air? This could also make some other interesting combo possibilities.
You can attach it to your assist, then DHC out of your other character back into Dahlia, and the C4 can explode during the invuln frames of the other character's super. It's a poor use of meter, but it's certainly a use.Quick post:
Parting Gift currently if attached to your next character, when Dahlia dies the C4 explodes outside the stage.
I strongly think the C4 attached to a character thats gonna fall from incoming (anywhere, not just at the corner), after dahlia died, should fall with the C4 dropping on the stage, and for C4 not to explode outside of stage.
Feels like a missed opportunity, since attaching a C4 onto your assist has LITERALLY no uses, there is no setup, no reason, no why you would wanna explode the C4 and damage your own character for the lot of damage it does to them. So basically, right now its all a downside to attacht it to an assist.
But if the C4 would come and drop instead of exploding outside stage, it would make C4 on an assist have at least, 1 solid use. And its a defensive use and it would make Dahlia have a good reason as to pick her, upgrading the defense of your team when things go south.
I really think this could make Dahlia's Parting Gift Blockbuster more appealing to use. Pls consider this!
This is what i mean: https://youtu.be/VPI8kgosums
Probably more of a general beta thread reply but it's here so yeah.
Tbh part of the post I dont understand (that's probably just me) but I think I kinda get a bit of what you're saying? If I understand correctly, a problem with backdash + shot? As a hybrid/utility zoner that's kind of her bread n butter. FGs in general allow zoners to run & gun (i guess literally in this case). I think Testament from Strive is a pretty good example. Hopefully I'm understanding, very little sleep.posting with something small and I'll probably edit/double post with a larger thought this weekend
I think backdash needs some sort of lockout on grounded specials.
why: backdash shot is her least frame commitment way to get ammo onto the screen/most plus way to do buckshot overheads
currently it is insanely easy to get backdash to grounded shot when going for asap backdash cancels, and it feels pretty awful in a way the rest of the characters QoL stuff and buffers don't.
backdash onslaught doesnt have this problem afaik, just shot (I think bd shot was added later?)
I think it'd be a small thing that really makes piloting her feel way more fluid
mainly saying val can forward dash, dahlia can onslaught out of backdash so that movement feels equivalent? val being able to dj out of backdash is dramatically better thoughPlease, for like one patch, test her backdash being the same as squiglies, like literally copy and paste squigly backdash onto her.Her setplay and movement requires so much precision that being FORCED a certain distance of complete INACTION (Val can forward dash) is so awful for a character like her.
I want, for one patch, to literally copy and paste the logic, mechanics, even a whiteout animation if need be, of literally squiglys backdash, and just SLAP it on dahlia, and watch how much better she'll feel to playagree with most of triv post but I'm a bit confused on the backdash part
mainly saying val can forward dash, dahlia can onslaught out of backdash so that movement feels equivalent? val being able to dj out of backdash is dramatically better though
I really like backdash when it's utility shines but man I wish she had a mediocre normal backdash and her current one was like, 4KK input
I see what you mean. Or at least tapping forward to trigger landing animation right there. Regardless, slightly faster startup I'd like to see. Mainly, I'm still confused about air-backdash. Feels disjointed not being part of her kit when similar archetypes have additional air actions. Use same animation.
Backdash is 6F start up, are you going from a backwards input and completing 236P in 6F? I like to think I'm okay at inputs but 4,4,236P or 4+PP,236P in 6 frames is really hard even for me - are you trying to do this from a buffered backdash somewhere?
Hey, during the balance cycle, maybe you could manipulate the character select screen to pave the way for the portraits of Marie and future characters and probably give the rest of the cast their voice lines specific to Annie,For those advocating for brand new mechanics and redesigning things completely (many of which are asking for new art), we won't be doing anything like that right now as the character needs to begin to stabilize for her release. We're open to revisiting some of her tools as part the beta cycle after her release dedicated for balancing and experiments though!