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Skullgirls Beta Aug 5th Patch Discussion

You're kidding. He used to take more damage from blocking certain supers than he did from just walking into them, as a punishment for using a mediocre DP (vulnerable to throws, you have to walk across the screen and pick it up afterward from the exact spot it landed, and you can't pick it up too soon afterward).

Hell, HP chair could gain full invuln and MP chair could gain Item Drop-style tracking, and both would still be incredibly fair. Extra chip is an absolute nuisance.
It was more so a bit of a jest at how it's arguably Peacock's worst matchup and she lost one thing she had on him, hence the =p emote thing.
 
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- Beowulf hype finishers scale to 50% or something.
This doesn't change anything if the finishers are at the end of the combo, right?
If that's the case, it is really not nerfing much in my opinion.
I suggest that EX-Killa bounce lower so that he cannot re-grab without OTG.
I think this can nerf his damage a bit more...
- Robo sHP +1 start up
Is this another nerf to Robo...why :(
Well, since Robo got brought up...
I feel her M danger is pretty useless and I'm sure a lot of people feel the same way, so:
I suggest that M danger's start up be stretched to around 14, be around -18 on block and around +0 on hit
in exchange to stagger at the last hit.

Basically sort of make it like Peacock's L Bang.
This shouldn't affect her neutral game so I don't think this is buffing too much.
I was going to suggest L danger to also have slower start up, smaller hitbox, but be completely strike invincible...kind of like M Bang
but this does affect her neutral game so...I don't know
 
I suggest that M danger's start up be stretched to around 14, be around -18 on block and around +0 on hit
in exchange to stagger at the last hit.

Basically sort of make it like Peacock's L Bang.
This shouldn't affect her neutral game so I don't think this is buffing too much.
Always ready solo confirms from sHP via sHP > M Spin > sLP would be massive for pressure / baits / strings / neutral / pokes / everything.

I think that would be very unfair.
Unless you mean including the stagger it's +0? +0 even on shake?
 
Always ready solo confirms from sHP via sHP > M Spin > sLP would be massive for pressure / baits / strings / neutral / pokes / everything.

I think that would be very unfair.
Unless you mean including the stagger it's +0? +0 even on shake?
No, I did not mean that...that would actually make it a lot worse XD
I'm not sure how this thing can be massive for pressure / neutral / pokes if both sHP and M Spin are around -20 on block
strings, yes it would be massive
baits, pretty much everybody can bait with a delayed special, some of them can even combo on hit AND be + on block
if this move is -18 (or more) on block, you'll either get a combo off the bait or be punished pretty hard if the bait fails
What if it forces scale to 50%? Would that be less unfair in your opinion?

Maybe I should ask this first: What DO people use M danger for?
 
You would spend the head to stay safe on blocked sHP, while not needing to spend it on hit with M Spin.
You would be able to still call assist to stay safe off blocked sHP too, but on hit you get to keep the assist for an assist combo / resource build.

It's quite the buff.

To offset this +1 start up to sHP btw she got mine trade combos back which is massive even if it's scaled, and beams do more damage and chip again.
M Spin stagger is overboard because of how well it compliments sHP.

I currently use M Spin for DHC's where H Spin > Cannon > DHC misses but M Spin > Cannon > DHC hits. Sort of a lackluster use but it's there.
I also use M Spin to counter hit very obvious grabs sometimes, but you should really just use the 7jHP option select for that...
(It's also her easy way out of command grab + anti air command grab set ups.)

M Spin is an underdeveloped move I won't argue with you there, but I don't think she needs it to do something new and powerful because it would most likely disturb things too much when the patch is so close to being complete.
 
I should of suggested this a lot earlier XD
I guess the nerfs that I suggested don't compensate the buff enough to make it OK...
 
You would spend the head to stay safe on blocked sHP
???
with assists I agree but this isn't true
unless I'm missing something???

 
a mediocre DP (vulnerable to throws, you have to walk across the screen and pick it up afterward from the exact spot it landed, and you can't pick it up too soon afterward).

Hell, HP chair could gain full invuln and MP chair could gain Item Drop-style tracking, and both would still be incredibly fair.
dafuq, are we thinking of the same character here?
 
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dafuq, are we thinking of the same character here?
Instead of just shitposting, why don't you address literally any of the points that I mentioned which contribute to why throwing the chair is insanely risky?
 
Instead of just shitposting, why don't you address literally any of the points that I mentioned which contribute to why throwing the chair is insanely risky?
If you think that a meterless DP that also has the side effect of providing further pressure when done with your opponent in the corner and is + on block is mediocre simply because you have to then play chairless Beowulf and because it isn't throw invincible (with throws providing no follow up pressure if you escape them unlike a blocked normal and providing a scaled combo on hit) on a character that has a bunch more metered and meterless reversals then perhaps you should go play some characters that actually have mediocre reversals so you can learn what that means. Making H chair fully invincible and giving M Chair item drop tracking would also be really dumb for pretty obvious reasons.
 
General
- Trying ONE more thing to fix random numbers in replays. PLEASE TEST RANDOMNESS ONLINE for desyncs, in intros or in Peacock drops or anything! And then tell me if replays are behaving better, maybe even fixed. But who knows if it works, or what I broke... :^P
- Fixed a bug where a dead snapped-out character would come in after the round was over if you killed the assist off that doublesnap. Hopefully there are not any new bugs with snapbacks! :^) (thanks ShadeMoneh)
- Fixed bugs in Cerebella's and Double's air knockup animations that made it more difficult to hit just those two characters with certain moves while they were falling.

Double
- Reduced the post-superflash DHC window on Beast of Gehenna from flash+13f to flash+6f to allow more consistent punishes. (The other choice was not allowing DHCs at all, so you’re welcome. :^)
- Megalith Array (Lv5)
- Greatly improved the ending. :^) Adds about 1.25k damage back, deals 1500 to Double. It is still possible to keep her safe-ish if done midstage. (thanks, ye who shall remain nameless)
- You can manually trigger the ending early with QCB+any button.
- Upon Megalith Array ending, either by being hit or not, all walking/plane/kart bombs automatically explode in place and disappear. Rings continue as normal. It is now possible to punish a Megalith Array without having slow walking bombs ruin your punish.

Fukua
- Clones cannot be reflected by Cerebella when Fukua is on point.

Beowulf
- Referee pin: Pin will happen on the last remaining character, from any EX Canis Major Press where [current hype level + hype spent in the combo >= 3 levels] and [the opponent’s life is below 1550 * Beowulf’s damage multiplier]. So if you start off with 3 levels and spend them all, you can still do the pin. It should be useable much more often now. Fixed a huge number of bugs related to the trigger conditions being affected by damage scaling, too. :^) (thanks Daxam)
- j.D+HK is now not an overhead, and cannot be done from a ground dash.
- The last Headbutt doesn't knock the opponent away as far, to make followups slightly easier.
- Added a little somethin' somethin' if a ground Grendel Killa is used as the 3rd hype-spending move in a combo (or a regular ground Killa is used after all hype has been spent in a combo). :^)
- Landing on the chair with a normal Killa/Wulfdog/Press gives 1 level of hype, even during supers. (Down from 2, but 2 was too good.)
- EX Wulf Blitzer REMOVED, because it gave him the one mixup I didn’t want him to have as well as very long (while falling) combo pauses, and wasn’t actually very useful at neutral. :^P
- Landing a finisher on the chair only builds 1 level of hype.
- Landing a finisher on the chair after doing any EX finisher in the same combo will not build any hype, but you still get the damage bonus.
- Doing the normal version of a finisher anytime after the EX version in the same combo will do 50% as much damage. Doing a different finsher is not affected.
- You cannot build more hype by landing on the chair after you have used an EX finisher during the current combo.
- All grab enders, not including middle headbutts/knees, apply one hit of damage scaling. (This is applied BEFORE the damage scaling is capped at 55%, so doing it at above 55% results in 55%, not something lower.)
- Double-hit headbutt total damage 650->550.
- Killa, Wulfdog, and Wulf Press Slam damage reduced by 200-300.
- EX Killa damage reduced to 1700, which is only weaker than EX chair dance.
- The pyrotechnics during EX grab finishers now indicate how many levels Beowulf has left (so 2-1-none) but the flashes on Beowulf himself still indicate the levels he had when he did the EX (so 3-2-1). Maybe this is less confusing?
- Extended Wulfamania's grab range by a bit. (Not “drastically extended” anymore.)
- QCT+KK~P or PP~K now will not accidentally spend hype on a trashcan snapback. :^P (thanks Daxam)
- Non-EX chair dance always has the correct recovery. (thanks Caio!)
- Regular Wulf Press Slam and Diving Wulfdog can correctly kill even during supers. (thanks AlcoholicRobot)
- Corrected the position of Cerebella when hit by the last Headbutt or Knee, there was an error in her thrown frames. (thanks AlcoholicRobot)
- Can now determine the direction of Wulf Press Slam by pressing F/B all the way up until the frame he would turn around, instead of only at the same time as the initial input.
- Inputting an EX Wulf Press Slam on the same frame as grab mode expires will now properly re-grab the opponent instead of spending the hype but releasing them anyway. (thanks Broken Loose!)

Robo-Fortune
- s.HP startup 19f->17f (up from 16f in the previous Beta).
- L and M beam metergain very slightly decreased.
- Opponent’s meter gain for being touched by all beams greatly increased; it is now roughly equal to what Robo gets on block.
- L and M beam damage 650 (up from 400, up from 600 in the previous Beta) and chip damage to 375 (up from 250, down from 400).
- Headrone Impact (Mine) explosion always scales damage to 50%, but Robo can now combo after the explosion even if the mine traded with the opponent.
- [bugfix] Last hit of H Danger +4f hitstop on heavyand medium-weightassists, to allow OTGless Cannon afterward against all assists. (Liam)

Big Band
- j.HP damage is now 1000 (up from 900 in Retail, down from 1100 previous in the Beta because of new j.MK-MK combo routes).
- j.MK-MK hitstop 7-7-7-7f -> 3-3-3-7f, so that the whole thing ends sooner but the timing for comboing after the last hit is the same. (Up from previous Beta 1-1-1-7f.)

Peacock
- In addition to cancelling a bomb toss into another bomb toss, she can now cancel the first bomb toss into an L teleport only, by inputting B+K or QCB+K. M and H were extremely good for offense, but L is good for runaway which suits her just fine. (Shortcut input changed to B+K instead of D+K so that it does not overlap with valid bomb->bomb cancel inputs at all.)
- Removed the c.HK hold-button-to-not-hit, wasn’t helpful and people got it accidentally.
- Removed the small pause on Road Roller drop, but kept the new VO from Avery.

Valentine
- Updated special move priority: QCT+P+K = Dead Cross on the ground, but Savage Bypass in the air.
- Countervenom now brings very high airborne opponents down closer to Val on hit, to make more consistent followups possible. (Quality of life change.)
 
If you think that a meterless DP that also has the side effect of providing further pressure when done with your opponent in the corner and is + on block is mediocre simply because you have to then play chairless Beowulf and because it isn't throw invincible (with throws providing no follow up pressure if you escape them unlike a blocked normal and providing a scaled combo on hit) on a character that has a bunch more metered and meterless reversals then perhaps you should go play some characters that actually have mediocre reversals so you can learn what that means. Making H chair fully invincible and giving M Chair item drop tracking would also be really dumb for pretty obvious reasons.
Okay, so first, you didn't address the "can't do it at will" bit. That's kind of important.

All the other meterless reversals can be attempted at will. What this means is that they can do it whenever they want. The closest possible resemblances are Pillar (because it's a charge move) and Fiber-H (because it has different properties from Fiber+H). Pillar being a charge move means that players have to decide upon doing it at least 30f in advance but can otherwise do it at will. Even if Fortune couldn't Fiber while -H, the head can run back to Fortune and always hangs out at the edge of the screen even if it were last left in a position further away. It's not like H Chair puts the thing within easy reach, either-- unless you are throwing it into the corner you are always forced to be an entire screen away from the chair after the DP.

So, off the bat, it's Punch Move but you gotta walk across the screen (because Beowulf can't run or wavedash) or leave and tag back in (not DHC, not Alpha Counter) to use it again. Yeah, it's much safer than Punch Move, but Peacock can Punch Move again if the opponent baited one but didn't properly punish it.

None of this considers the chip, which is why I even mentioned it in the first place. If you don't reverse pressure successfully with H Chair, you die. Of course H Chair causes pressure when it hits the opponent. Can you imagine how fucking useless it would be if it didn't? Even if it were merely unsafe instead of punishable, any normals the opponent throw out are guaranteed to cause damage. Blockstrings are a gigantic threat, to the point where extra chip is partially rolled back in the Beta due to specific blockstrings being more damaging than confirms using the same moves.

If your complaints are right and the chair is too good at pushing you out, then making it fully invuln wouldn't make a difference. If it's not, then congratulations, you managed to deride one of the riskiest moves in fighting game history because it's not risky enough.

Additionally, what bunch of meterless and metered reversals? What other meterless reversals does he even have? A 7f s.lp with a terrible hitbox? Gigantic Arm isn't awful as a reversal despite the damage scaling and propensity for getting low-profiled by any crouching animation, but it's also useless as a combo ender or extender due to damage scaling and incredibly finicky followup requirements. Its primary use is to frametrap players who try to punish chairless c.hp.

M Chair tracking suddenly makes it viable outside of the corner. Do you actually even know where it lands? The opponent has to be inside Beowulf's body for it to hit on the way up and physically contacting Beowulf for it to hit on the way down. All the cool mixup options require the opponent to not press any buttons at a distance where any of their buttons would fuck you up. Oh yeah, and it costs you the ability to DP for a couple seconds. And you lose your launcher. And you lose your disjointed hitboxes. And you take extra chip.

If you were serious about the "go play some characters that have mediocre reversals so you can learn what that means" bit, then my only recommendation is that you do some homework on Skullgirls and its players before you put your foot in your mouth again.
 
It's been a couple of patches without this being addressed - unless it has; I can't play the beta myself and haven't seen it in the patch notes - so I'm gonna bring it up again just in case it's been forgotten or was missed.

There are cases where I will kill with Cerecopter>Diamond Dynamo, and when the first hit of Diamond Dynamo kills, sometimes characters will drop out immediately, and the next character will come in much quicker because of it; before I've even recovered from Diamond Dynamo. You can be so minus in this situation that Painwheel - I've only actually had this happen from her - can come in with a Buer Thresher and punish you for it. Maybe make it so the next character can't come in until a certain time after a super has finished, like what Marvel does, or have Diamond Dynamo not kill until the final hit, like Fenrir Drive. The first option could fix any other super that may have this problem, but I don't know what all Mike would have to go through to do that.
 
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Can Fukua's air m fireball get slight tracking like Peacock's h bomb or Robo's drone? There are so many times where using will just barely go under someone jumping at you or behind an opponent running at her and ruin her day because of it.
 
Is this another nerf to Robo...why :(
Well, since Robo got brought up...
I feel her M danger is pretty useless and I'm sure a lot of people feel the same way, so:
I suggest that M danger's start up be stretched to around 14, be around -18 on block and around +0 on hit
in exchange to stagger at the last hit.

Basically sort of make it like Peacock's L Bang.
This shouldn't affect her neutral game so I don't think this is buffing too much.
I was going to suggest L danger to also have slower start up, smaller hitbox, but be completely strike invincible...kind of like M Bang
but this does affect her neutral game so...I don't know

So, this nerf isn't really that bad, mine conversions are a big deal if it trades, it's a guaranteed trade in her favor and at the end of the combo she can always just get her heads back... at least 2. And no, let's not buff her defense anymore, the subsequent offensive nerfs would would be more than she can handle... it seems to be a seesaw with Robo and I kinda like the balance now
 
Maybe I should ask this first: What DO people use M danger for?
M danger is really good against special grabs like it fully beats bellas Grab Resets and beowulfs special grabs..i just wish we can continue punishing them after m danger because you cant. You can do M danger against a character trying to grab you, but if you do you can't combo off it so it really sucks in the corner esp against bellas j.hp. Unless you want to waste meter you can;t combo off it
 
EX Slam and EX Diving wulfdog don't build undizzy.
 
Regarding, "Non-EX chair dance always has the correct recovery":

Correct me if I am wrong, but I believe there was only 1 circumstance (being if you threw your opponent with a regular grab and didn't pummel them before the finisher) where Beowulf would suffer the longer recovery from non-EX chair dance; literally every other situation would result in chair dance performing the shorter version. Why was it decided that, instead of fixing the particular instance where the "correct" finisher would occur (allowing no follow-up in the corner), to just make every other non-EX chair dance become the useless (to my knowledge) move that Caio reported about?
 
Okay, what is the reason behind Cerebella not being able to reflect clones? I don't get it.
Does she need to be able to deflect clones? Does she NEED to in order to function as a character? If you can't answer that then she deserves this nerf because she's a really OK-enough character and she has other tools to function against fukua. So just don't question it.
 
Wtf is happening lmfao these changes have gone to heck lmfao .

Retail is looking mighty fine right now.


LITERALLY HOW
Can you specify a change you are unhappy with and why you think its detrimental in the interest of the game health?
 
Iirc the justification for not reflecting clones mike gave on stream was that you can just hit them now instead, so bella doesn't need the reflect

Sent from my SM-G900V using Tapatalk
 
You can still reflect the clones. It just won't bounce back. It goes away and you absorb the power and inflate your ego that you made it go away by saying "Back atchya!"

Heck, you can even screw up the input like most of you do already and the jab will take the clone out.


EDIT: Just in case you couldn't tell.

/SarcasticButTrue
 
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You can still reflect the clones. It just won't bounce back. It goes away and you absorb the power and inflate your ego that you made it go away by saying "Back atchya!"
no you can't. if you're refering to the hit from reflect that has't been in the game for quiiiiiite some time now...
 
What if Double's bombs left over from her level 5 only went away when the opponent comes out of hitstun instead of immediately when the super ends? Being able to use the leftover bombs for combos was cool.
 
All the other meterless reversals can be attempted at will. What this means is that they can do it whenever they want. The closest possible resemblances are Pillar (because it's a charge move) and Fiber-H (because it has different properties from Fiber+H).
The obviously closest possible resemblance to H Chair is Fortune Headtoss. They're both lengthy startup throw vulnerable moves that put you in a state where you can't use them again.

H Chair is a meterless, plus on block reversal (normally you need to spend 2 bars to achieve such a thing) that leads to meterless full combos on hit (for example unlike Pillar or M Bang or.. actually, unlike most reversals in the game), has a good hitbox allowing it to reliably hit things (unlike say Devil Horns, or Pillar!, or Headtoss), and doubles as a projectile (as well as being one of the best assists in the game, but that's beside the point).
Yeah, it has downsides to it. THANKFULLY!
It is still really fucking good, and even if you disagree on it being *conceptually* borderline insane.. to call it "mediocre" is.. welp

Gigantic Arm isn't awful as a reversal despite the damage scaling and propensity for getting low-profiled by any crouching animation, but it's also useless as a combo ender or extender due to damage scaling and incredibly finicky followup requirements. Its primary use is to frametrap players who try to punish chairless c.hp.
What exactly is "any crouching animation"? Do you know how many attacks in the game actually low profile Arm?

Arm is most certainly is not useless in combos despite whatever you're spouting - not that it has anything to do with the question of his reversals anyway.. although I'll give you that (retail) Beowulf's meterless damage is so insane and the free HKD after every string gives him such bonkers safe setups that you probably would rather not spend the meter.
- That's less due to Arm's shortcomings and more because of how good he is even when not using it, though.

You also kinda forgot about this fancy move where he jumps in the air and goes woosh, it's a reversal (pretty good one, too). He can even do that without the chair!

my only recommendation is that you do some homework on Skullgirls and its players before you put your foot in your mouth again.
I did my homework on Skullgirls and its players! You're that guy who got destroyed by Sharpie mashing Eliza Air Super, right? Where is your foot?

Filia won CB, and you switched to Beowulf anyway, so now Beowulf is the worst character in the game?
Is there any particular reason why you have to downplay each of your character's every strength every time?
Can you not accept that you lose for reasons other than.. your meterless +on block DP that leads to full combos on hit being "mediocre"..
 
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I'm confused about Double's level 3. My assist was hit by it, and I was in the corner blocking. Apparently i was crossed up. I have two examples: one where I stay on the ground blocking and one where I am up-backing (1:31 and 3:43, respectively)


I am sure that this has been brought up before.
 
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Can you specify a change you are unhappy with and why you think its detrimental in the interest of the game health?
At this point we are having stuff changed that's been the way its been since characters first came out, since the GAME has first been out. Things that have been a part of the game for years are suddenly being altered. We're fiddling with things that genuinely don't need to be fiddled with. We are literally changing playstyles, character neutral games, matchups, muscle memory, and move properties. Why are we doing all this again? For the final patch, no less? Simply because a handful of people got bored of what the game was?
 
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Robo-Fortune, among others, is more viable than she's ever been, so I'm definitely not in the camp of "the game was fine as-is". While I feel the Retail version is balanced quite well as-is, these additional changes are more than welcome to me as well.

However, I don't play Fukua, who was changed the most, so I can only comment on so much. I'm still a nearing-intermediate player anyway.

I did my homework on Skullgirls and its players! You're that guy who got destroyed by Sharpie mashing Eliza Air Super, right? Where is your foot?

After Broken Loose told me I shouldn't be playing fighting games some pages back, (thought it was too dumb to reply to) this is hilarious. Don't you just love it when some people talk like they have authority on a topic, but their logic crumples when confronted with people who legitimately know their stuff?

Absolutely beautiful, I hope there's footage of this.
 
Does she need to be able to deflect clones? Does she NEED to in order to function as a character? If you can't answer that then she deserves this nerf because she's a really OK-enough character and she has other tools to function against fukua. So just don't question it.
Because it breaks the rules. I'm okay with the chair being the exception because it sucks for Beowulf. But it was a projectile, so you should be able to reflect it. Why are the shadows an exception? Do Fukua players just really hate getting their shadows reflected? I wanna know.
Does she NEED to able to reflect it? Probably not!
But does Fukua NEED to have unreflectable stuff to function as a character? Also not!
I just don't think this change makes any sense.
Also, what kind of logic is that? As long as you don't gimp the character any nerf is fine?
 
Don't you just love it when some people talk like they have authority on a topic, but their logic crumples when confronted with people who legitimately know their stuff?

Absolutely beautiful, I hope there's footage of this.

*Inhales*

IT IS SO IRONIC THAT YOU OF ALL PEOPLE ARE SAYING THIS WHEN YOU HAD THE AUDACITY TO CLAIM THAT DOUBLE SNAPS WERE AN EXPLOIT WITHOUT ANY RESEARCH WHATSOEVER WHILE ASKING FOR THE GAME TO EXPLICITLY TELL YOU WHEN YOU ARE GETTING BURST BAITED LMFAAAAO I'M DONE

Also, do you remember when I played you and I hit you with the day1 double burst bait set up three times in a row? Was that Mike Z's fault, or yours, as you were "getting ceaselessly bodied in a corner"?????

nearing-intermediate

Please stop lying. If you want to dispute that, see me in a FT10.

Also good shit on randomly posting "neener neener", I'm glad to see that you are contributing/staying on topic.
 
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Why are the shadows an exception?

I'm not a Fukua player whatsoever, but I believe the reason stems from the fact that you can already reflect Fukua's love darts. If you can reflect those, like Cerebella has been able to, AS WELL as the shadows, I think that puts Fukua in a really bad spot. Don't take my word for it, though.
 
I'm not a Fukua player whatsoever, but I believe the reason stems from the fact that you can already reflect Fukua's love darts. If you can reflect those, like Cerebella has been able to, AS WELL as the shadows, I think that puts Fukua in a really bad spot. Don't take my word for it, though.
But it's not like that for other characters. By that logic then Bella shouldn't be able to reflect Robo's Beam AND Head Ram.
Also it's confusing. "You can reflect every projectile in the game... except these 3~4"
 
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Does she need to be able to deflect clones? Does she NEED to in order to function as a character? If you can't answer that then she deserves this nerf because she's a really OK-enough character and she has other tools to function against fukua. So just don't question it.
Except that the one attack in the game that has the sole function of reflecting projectiles not working on a commonly used projectile makes no sense tho?

I can MAYBE understand beowulf's chair toss because you don't have immediate access to it again, but this??
 
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Sorry, didn't make it clear enough I wasn't being serious.

I dont see a reason for the change. Which just... translates to the way I felt about a lot of changes since august, to be honest. At this point it's just funny. I don't see why we don't just go all in and change every character. Changing the entire cast for thr heck of it has been working for MKXL so far.