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Skullgirls Beta Aug 5th Patch Discussion

Hey @Mike_Z, i have some suggestions for PW, would you mind reading?

1) Make the hitbox on s.mp bigger, sometimes it can whiff if you use it as an anti-air.
2) Make her s.hk pull the enemy if they are hit by it, i use it a lot in combos and sometimes the second or the third hit whiffs if my opponent is not close enough.
3) Her c.lp is in a bad spot right now, it's not used for anything not even combos since her s.lp covers the same area, i couldn't think of anything to make it useful, i just wanted to point out that at this moment this is a dead button.
4) Give armor to her Pinion Dash assist, maybe 1 for M and 2 for H? It's hard to use this assist unless you are doing specific setups with it.
5) Would it be possible to use her charged normals as an assist?

1 Kind of seconded, there may be other solutions to making her AA better

2 I've never had a problem with st hk like that, and for the record it does pull in. Maybe just not enough for whatever combo you're doing? I does have a rather sparse horizontal hitbox

3 cr lp can be used to kara her buer to give it a lot more range, and is also a situational anti air

4 Armor on pinion seems a little strong, however, I would love to be able to cancel it's revving on Alpha Counter to be able to safely tag her in from full screen.

5 charged normals as assists could be interesting but not 100% on it as something to worry about. in b4 charged nail assist request (likely not happening)
 
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I haven't played too many people in the beta, and I personally don't have any changes for me to comment on as far as my team goes, but I do have to say fighting Fukua and Robo is more interesting. I do like the changes and they seem like better characters all around. Though maybe it's just me, but 400 chip damage on beams just seems like a heck of a lot. Also the cat missiles assist is a bit taxing. The point character just needs one grab/touch and Robo gets three heads, then after a knockdown you have to hold the missiles and mixups for several seconds. Even hitting both the point and Robo after the missiles are called doesn't help.
There was also one time where I landed an USS right as robo was called, letting her get all 3 heads and retreat during the animation. Just thought that was silly. Anyways, my point is that missile assist is pretty dang good and I hate it more than H beam.
 
Also, I don't know if other big band players can confirm this, but a lot of times where I go to do j lk xx lk symbols the jlk doesn't have enough hitstun to combo into symbols sometimes and it just drops. Does anyone else have this problem/ find it annoying. Usually when not all three hits hit.

Also at some weird ranges I'll only get the first hit of mk or hk symbols and the opponent just goes into a knockdown state. It might just be on strange whiff punish situations, but I think I remember having it happen to me when it's spaced super far in some neutral situations as well.
 
Since people are making suggestions, there's something I noticed some time ago that's been bugging me. When you are Double and hit BB with car super in the corner in a way that keeps him in the corner (like going left to right when he is in the left corner) you end being hella negative. I don't have access to the numbers right now, but it is enough to him punish Double. This doesn't seem to happen with other characters, I think it happens because he recovers faster than the rest.

It is even possible to "fix" this?
 
While we're at it, can I make a question that depending on the answer could be a suggestion?

If Peacock's shadow of impending doom was "press once to call, press again to drop the item" instead of "press and hold to call, release to drop", would it change much in regards to balance?

Holding a button while still moving around and attacking can be bothersome depending on the controller, and the button would still be "locked" in the special move instead of being used for attacking normally (like Juri does now in sf5)


So... Would a change lime that break the character or something like that?
 
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hey guys! Sorry, this is in Japanese. It's just a translation of Robo's patch notes.

Wow, that encourages me to make the Robo change-note into japanese ASAP. Thanks.

どうも!ラボゼロのレンダーです。
β版でのテストが終わって変更が決定となったら翻訳するつもりだったけど、
ロボの変更点が特に気になっているみたいで要望により以下に翻訳しました。

※用語が間違ってるところがあるかもしれないけど頑張って適切な言い方で伝えようとしてるw(不安の場合はコメント入れます)

8月8日のβ版更新より(タイトル画面ビルドID:14214)

ロボ・フォーチュン
前は注意しすぎるぐらい注意したキャラ

変更点:
  • 【新】空中ビームの後の2段ジャンプの事前入力余裕時間【←これ「buffer window」言おうとしてるけどw】。着地がまだそれより優先
  • 【新】JMPやJHKを除いて、最初に100ダメージの火力減された通常技に25ダメージを戻した(SHKはもともと変更なしだからかわっていません)【つまり100ダウン⇒75ダウンに変更】
  • CLK +2fガード硬直 +2f硬直、ガードされた場合の有利フレ数変更なし。これでCLK>SHPが本キャラの他の弱通常技と同様
  • Hビームはビッグバンドが操作キャラの時Hナックル/Aトレインのアーマーを割らない。ビッグバンドがアシストの時そのままアーマー割る(ロボがアシストか関係ない)
  • SHPに引き寄せ効果追加(ヒット時と地上ガード時)、最後のヒットの吹き飛ぶ効果を減少。これでどんな距離でもH Dangerがつながりやすくなる
  • SHP発生フレーム数を19f⇒16f。地上相手にHeadroneインパクトをつなげるようにヒット硬直+3f。ガード硬直に変更なし
  • 対空技としてもっと実用的にするためにCWP食らい判定を耳のところから削除
  • CMK>CHPのつながりがもっと確定になるようにCMKに引き寄せ効果追加
  • (↑【新】CMKの引き寄せ効果が相手が遠いときだけ発生;これで近くにいる相手の下にくくってしまってCHPが当たらないケースを防ぐ
  • SHKをもっと読みやすくするためにビジュアルのタイミングを調整。発生、ヒット、硬直などに変更なし
  • トレモでIPS表示のアレンジをちゃんとしたものに修正
  • すべての通常技に火力を減少。牽制道具がかなり強力されるので、実際に比較的に高い火力を低い~普通のレベルに調整するのが必須
  • 空対空としてもっと攻めやすくするためにJHKの当たり判定を大きく、攻撃判定を小さく編集
  • マグネチック・トラップ
    • 食らうと復帰できないダウン状態になる。めくりの起き攻め可能な長さではない、距離をとることが可能な長さだけ
    • 暗転前は【投げに対して無敵】⇒【ヒット無敵状態】、暗転後はそのまま最初のヒットフレまで完全無敵。これで安全なディレイドで逃げられる方法がある
  • ビーム
    • 小/中ビームが最初のヒットフレに画面端まで届いて、その間のものに即時にヒットする
    • 小/中ビームの火力700に増加、ケズリダメージ400に増加
    • 地上小/中ビームの硬直-5f
    • 地上強ビームの硬直-7f
    • 空中小ビームのヒット硬直/ガード硬直/吹き飛び効果を少し増加
    • ビームのヒット演出がちゃんとIPSの演出が表示されるように修正
    • 空中でビームを一度しても、2段ジャンプ後にまた空中ビーム出せるように
    • ビッグバンドが操作キャラであれば、強ビームがアーマーが割らないように。強ビームだけでRF対BBがゲーム全体で最低の組み合わせで、できるだけよくするために調整を行う
    • ヘッドローン インパクトはまだアーマー割れて、牽制も協力された。ですが・・・
    • 強ビームのアーマーに対するヒットストップを0f⇒3fに増加。これで対画面端からのSSJが空中の下り強ビームがガード可能になるけど、中距離からのSSJがガードできず、地上強ビームだったらガードできない。このビームに対してアーマーキャンセルがまだ可能のまま
***数時間休憩 orz

  • ヘッドローン RAM
    • 垂直の追跡を少し改善
    • ケズリダメージを150 ⇒ 300
  • ヘッドローン インパクト
    • 【新】地雷が下り中にロボ・フォーチュンがヒットを食らって自爆すると、相手が無敵で回避可能のダウン状態になる。以前ロボ・フォーチュンが回避してコンボをつなげることが可能でした
    • 頭が相手を認識してやっと爆発するまでの時間を6f ⇒ 1f に減少
    • 空中の下り部分で何かにぶっつかる頭は着地の際必ず爆発する(以前待ってしまう、またはロボがヒット硬直の状態だったら消えてしまう)
    • 空中の部分のヒット硬直を5f増加。これでその後の爆発と連続でつながることを保証
  • ヘッドローン サルヴォ
    • サルヴォがアシストの場合、ヘッドが3つ設置されていない状態で呼び出すと、その場で3つのヘッドを呼び出すように。呼び出しの間に一回ヘッドが回る。実際に発射するためにまた呼びかけることが必要
    • サルヴォがアシストの場合、モーションの長さを延長。これでミサイルが当たる時にまだ画面にいるようになり、ヒットされる前にまた呼び出してミサイルがヒットしてる間にヘッドローンを設置することができなくなる
    • ミサイルが空中相手にヒットすると、相手が上じゃなくて下の方に引っ張れる
    • ミサイル数を増加:
      ヘッドローン1つ:3 ⇒ 4
      ヘッドローン2つ:6 ⇒ 8
      ヘッドローン3つ:9 ⇒ 12
      ヘッドローン3つ+挑発:21
    • ヒット硬直を 22f ⇒ 32f に増加、ガード硬直に変更なし
      これとミサイル数の増加で相手がミサイル食らってもコンボを続けることがもっと難しくなるかもしれない・・・
  • ヘッド関連
    • 全ての214+K技がモーションのもっと早い時点でヘッドローンを設置する(前:14f、変更:6f)
    • ヘッドローンが発生の呼びで10f早く反応するようにし、反応してから前より3f早く動作する
    • 全てのバージョンの硬直を3f減少
    • CHKの硬直を2f減少
  • 小Danger
    • Invincible from the knees up, rather than the waist up, through the active frames.
    • Hitbox slightly bigger.
    • Startup 11f->10f.
    • Pulls opponent in on hit so all hits connect from any distance.
    • Knocks away higher and farther to aid zoning if she chooses not to supercancel.
    • Recovery increased, now -20 on block.
  • カタストロフィー・キャノン
    • Reduce opponent meter build on hit for all versions.
  • Lv3
    • During Lv3, L/M beams cause untechable sliding knockdown, similar to Fukua’s airthrow.
    • Explosion does not push airblocking oppoents backward and release them from it.
    • Explosion now keeps the opponent in hitstop so they cannot PBGC during it. Using the bug for good, for once!
    • Exploding does not clear Robo Fortune’s undizzy or reset damage scaling until she fully completes the recovery (i.e. the recovery counts as still-in-hitstun); the opponent does get a CH which subtracts some undizzy, but they do not get a full new HCH combo with reset IPS.
    • Landing recovery increased after explosion.
    • When Robo is not the point character, explosion timer is always set to 50% remaining. Prevents snapping her in for a free kill.
    • Alpha-countering her in will instantly explode on landing, because that’s a minimum cost of 4 bars.
    • After activation, Robo has up to 25f of invincibility if she doesn’t do anything, a-la Tanden Renki.
    • Timer counts down 5x as fast during Iron Claw, meaning she should always explode after it slams.
    • Add flames (visual effect) when she is close to detonating to distinguish from flashing without sound. (Good call, Liam)

バグ修正:
  • Double jump point falling through the floor shouldn’t count as “landing” to set off IPS.
  • Allow her to negative-edge all specials including Danger. Oops.
  • Remove the shadow from Robo-Fortune’s electricity on her burst. (Liam)
  • Fix Robo-Fortune’s Lv5 using the wrong (Lv3) voice clip and background color when DHC’d into.
  • Magnet super: Pause timer/prevent time-out while opponent is grabbed. Oops.
  • L/M/H beams are now all the same IPS category. Air and ground are different categories. Hasn’t really mattered yet but it might...
*** Not finished yet but I have other work to do so I gotta hit pause for a bit.
 
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Since people are making suggestions, there's something I noticed some time ago that's been bugging me. When you are Double and hit BB with car super in the corner in a way that keeps him in the corner (like going left to right when he is in the left corner) you end being hella negative. I don't have access to the numbers right now, but it is enough to him punish Double. This doesn't seem to happen with other characters, I think it happens because he recovers faster than the rest.

It is even possible to "fix" this?
I'm pretty sure using car after otg in the corner usually leaves Double at a disadvantage against most of the cast. I haven't been able to get BB into negatives with otg unused.
 
I'm pretty sure using car after otg in the corner usually leaves Double at a disadvantage against most of the cast. I haven't been able to get BB into negatives with otg unused.

K, gonna test it later. I think she's negative even without burning the otg IF Band decides to tech backwards (towards the corner), but I'll see just to make sure.
 
So... Would a change lime that break the character or something like that?
it absolutely would cause then you can teleport while holding item (which is why fake teleport has the input it does)
and otherwise stuff like h bang + h item would be pretty strong
 
it absolutely would cause then you can teleport while holding item (which is why fake teleport has the input it does)
and otherwise stuff like h bang + h item would be pretty strong
But if the button would still be "locked" in the item, anything that was impossible before because you were holding the button would still be impossible now, wouldn't it? Teleports are done with kicks and item drop with punches, so one doesn't cancel the other. And item drop + bang/BANG/even more BANG would have the same limitations: you wouldn't be able to use the button "locked" in the item until you press it again to drop the item and "clear" the button
 
Also the cat missiles assist is a bit taxing
*snip*
Anyways, my point is that missile assist is pretty dang good
You have to win neutral without an assist though, and I think that's a fair trade-off. I still find myself picking H Beam over it, even with the changes.

Also, forgot to mention that the new speed of the head commands destroys my incoming left/right/throw/trip guard setups involving Ram/Impact. Oh well, I'll just find something with Salvo because I 'd rather keep their new midscreen usefulness.
 
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Well, it seems like @Triblue was right both in the fact that otg must be burned to Double becomes screwed and that this happens not only with Big Band, but with other characters as well.

To make things better documented, I decided to test on Big Band, and the results are:

After burning otg, Double is -16 if Band techs backward and -13 if he techs foward.
Without burning otg, Double is +7 if Band techs backward and +10 if he techs foward.

Since without burning otg makes Double hella positive, I decided to test it on every other character AFTER burning otg. The results varies with the move I use before the car super (but not very much), so I decided to use a very simple combo: Grab, c.LK, s.MK (x2), s.HP xx car super. For practical purposes, teching backward is towards the corner and teching foward is away from the corner. The results are:

Vs Peacock, Double is -3 if she techs backward and +1 if she techs foward.

Vs Filia, Double is -4 if she techs backward and 0 if she techs foward.

Vs Squigly, Double is -3 if she techs backward and 0 if she techs foward.

Vs Eliza, Double is -10 if she techs bakward and -7 if she techs foward.

Vs Mr. Fortune, Double is -2 if she techs backward and -2 if she techs foward.

Vs Painwheel, Double is +1 if she techs backward and +1 if she techs foward.

Vs Cerebella, Double is -11 if she techs backward and -7 if she techs foward.

Vs Valentine, Double is if she techs backward and -2 and-2 if she techs foward

Vs Beo, Double is if she techs backward and -11 and-8 if she techs foward

Vs Double, Double is if she techs backward and -13 and-10 if she techs foward

Vs Parasoul, Double is if she techs backward and -8 and-7 if she techs foward

Vs Robo Fortune, Double is if she techs backward and -9 and -8 if she techs foward

After analyzing the results I can say that Double will be hard punished (for sure) if she uses the car super (after burning otg) throwing her opponent towards the corner against Big Band, Eliza, Cerebella, Beowulf, Double, Parasoul, and Robo Fortune. In the case of the other characters, it will depend on the combo you utilized before the car super.
 
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Filia airball dash cancel on block is really rad. I already liked it for low/TK approaches over zoners' low/ground projectiles and getting in, and now i don't really even have to space it very well to allow for a whiff > adc jMP/whatever.

By the same token, maybe that's too good. SonicFox's Filia didn't really seem to struggle to get in on most zoners so ???

instant jHK (block) M-Airball + lockdown assist (block) > ADC air normal will probably enable a fuzzy/mixup not unlike the jHK > L-Airball + Assist > Falling air normal Sev and I use.
 
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While that is true, I think that has more to do with Squigly than Eliza's Lvl3. For example, Drag n Bite xx BattleOpera DHC Fenrir Drive will always whiff at mid-max distance. Drag n Bite doesn't bring your opponent any closer to you, so you can actually DHC into Khepri Sun if you're close enough. Personally, I've never had this issue but I can see where you're coming from/

i've had it happen from dynamo so i'd appreciate this change too
 
But if the button would still be "locked" in the item, anything that was impossible before because you were holding the button would still be impossible now, wouldn't it? Teleports are done with kicks and item drop with punches, so one doesn't cancel the other. And item drop + bang/BANG/even more BANG would have the same limitations: you wouldn't be able to use the button "locked" in the item until you press it again to drop the item and "clear" the button

its not a matter of not being able to press the button, the input for fake teleport is SPECIFICALLY teleport while holding a punch to prevent item drop crossups with teleport. Regardless of whether or not you are allowed to use the button you're charging item with, if you are not actively holding down the button then you will be able to teleport. The only way it wouldn't change anything is if the button counted as being held without you actually holding the button, which would be a little pointless imo.
 
Not completely pointless if you use a dualshock or a keyboard (some keyboards have problems recognizing more than 3 buttons pressed at the same time).

Still, point taken. It'd break peacock, so forget i said anything
 
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I'm also talking in japanese here for response, sorry!

hey guys! Sorry, this is in Japanese. It's just a translation of Robo's patch notes.



どうも!ラボゼロのレンダーです。
β版でのテストが終わって変更が決定となったら翻訳するつもりだったけど、
ロボの変更点が特に気になっているみたいで要望により以下に翻訳しました。

※用語が間違ってるところがあるかもしれないけど頑張って適切な言い方で伝えようとしてるw(不安の場合はコメント入れます)

8月8日のβ版更新より(タイトル画面ビルドID:14214)

ロボ・フォーチュン
前は注意しすぎるぐらい注意したキャラ

変更点:
  • 【新】空中ビームの後の2段ジャンプの事前入力余裕時間【←これ「buffer window」言おうとしてるけどw】。着地がまだそれより優先
  • 【新】JMPやJHKを除いて、最初に100ダメージの火力減された通常技に25ダメージを戻した(SHKはもともと変更なしだからかわっていません)【つまり100ダウン⇒75ダウンに変更】
  • CLK +2fガード硬直 +2f硬直、ガードされた場合の有利フレ数変更なし。これでCLK>SHPが本キャラの他の弱通常技と同様
  • Hビームはビッグバンドが操作キャラの時Hナックル/Aトレインのアーマーを割らない。ビッグバンドがアシストの時そのままアーマー割る(ロボがアシストか関係ない)
  • SHPに引き寄せ効果追加(ヒット時と地上ガード時)、最後のヒットの吹き飛ぶ効果を減少。これでどんな距離でもH Dangerがつながりやすくなる
  • SHP発生フレーム数を19f⇒16f。地上相手にHeadroneインパクトをつなげるようにヒット硬直+3f。ガード硬直に変更なし
  • 対空技としてもっと実用的にするためにCWP食らい判定を耳のところから削除
  • CMK>CHPのつながりがもっと確定になるようにCMKに引き寄せ効果追加
  • (↑【新】CMKの引き寄せ効果が相手が遠いときだけ発生;これで近くにいる相手の下にくくってしまってCHPが当たらないケースを防ぐ
  • SHKをもっと読みやすくするためにビジュアルのタイミングを調整。発生、ヒット、硬直などに変更なし
  • トレモでIPS表示のアレンジをちゃんとしたものに修正
  • すべての通常技に火力を減少。牽制道具がかなり強力されるので、実際に比較的に高い火力を低い~普通のレベルに調整するのが必須
  • 空対空としてもっと攻めやすくするためにJHKの当たり判定を大きく、攻撃判定を小さく編集
  • マグネチック・トラップ
    • 食らうと復帰できないダウン状態になる。めくりの起き攻め可能な長さではない、距離をとることが可能な長さだけ
    • 暗転前は【投げに対して無敵】⇒【ヒット無敵状態】、暗転後はそのまま最初のヒットフレまで完全無敵。これで安全なディレイドで逃げられる方法がある
  • ビーム
    • 小/中ビームが最初のヒットフレに画面端まで届いて、その間のものに即時にヒットする
    • 小/中ビームの火力700に増加、ケズリダメージ400に増加
    • 地上小/中ビームの硬直-5f
    • 地上強ビームの硬直-7f
    • 空中小ビームのヒット硬直/ガード硬直/吹き飛び効果を少し増加
    • ビームのヒット演出がちゃんとIPSの演出が表示されるように修正
    • 空中でビームを一度しても、2段ジャンプ後にまた空中ビーム出せるように
    • ビッグバンドが操作キャラであれば、強ビームがアーマーが割らないように。強ビームだけでRF対BBがゲーム全体で最低の組み合わせで、できるだけよくするために調整を行う
    • ヘッドローン インパクトはまだアーマー割れて、牽制も協力された。ですが・・・
    • 強ビームのアーマーに対するヒットストップを0f⇒3fに増加。これで対画面端からのSSJが空中の下り強ビームがガード可能になるけど、中距離からのSSJがガードできず、地上強ビームだったらガードできない。このビームに対してアーマーキャンセルがまだ可能のまま
***数時間休憩 orz

  • ヘッドローン RAM
    • Improve vertical tracking speed a bit.
    • Chip damage 150 -> 300.
  • ヘッドローン インパクト
    • *NEW* If Robo was hit during a Mine’s descent and it auto-explodes, the opponent is placed into invincible, techable knockdown instead of allowing Robo to recover and combo off it.
    • Decrease time between a head detecting the opponent and it finally exploding to 1f from 6f.
    • Heads that make contact during the airborne dive portion will always explode on landing instead of waiting (or disappearing if Robo is in hitstun).
    • Increase hitstun on air portion by 5f to help ensure it always combos into the detonation.
  • ヘッドローン サルヴォ
    • Salvo assist now summons up to 3 heads per call when she doesn’t already have 3 heads, with one head rotation between summons. A second call is still required to fire them.
    • Duration of Robo’s animation during Salvo assist extended. Now she is still on the screen when the missiles hit, so that you can’t call her before they hit and start summoning more heads during the missile rain.
    • Missiles knock airborne opponents downward rather than upward.
    • Number of missiles increased: 1 head = 3->4, 2 heads = 6->8, 3 heads = 9->12, 3 heads + taunt = 21.
    • Increase hitstun 22f->32f, blockstun unchanged. Perhaps this and the increase in the number fired will help opponents not be able to capitalize as much after being hit...
  • ヘッド関連
    • All versions of QCB+K activate heads earlier in the animation, at 6f instead of 14f.
    • Heads respond to activation call 10f faster, and begin their action 3f faster after responding.
    • Reduced the recovery of all versions by 3f.
    • Reduce recovery of c.HK by 2f.
  • 小Danger
    • Invincible from the knees up, rather than the waist up, through the active frames.
    • Hitbox slightly bigger.
    • Startup 11f->10f.
    • Pulls opponent in on hit so all hits connect from any distance.
    • Knocks away higher and farther to aid zoning if she chooses not to supercancel.
    • Recovery increased, now -20 on block.
  • カタストロフィー・キャノン
    • Reduce opponent meter build on hit for all versions.
  • Lv3
    • During Lv3, L/M beams cause untechable sliding knockdown, similar to Fukua’s airthrow.
    • Explosion does not push airblocking oppoents backward and release them from it.
    • Explosion now keeps the opponent in hitstop so they cannot PBGC during it. Using the bug for good, for once!
    • Exploding does not clear Robo Fortune’s undizzy or reset damage scaling until she fully completes the recovery (i.e. the recovery counts as still-in-hitstun); the opponent does get a CH which subtracts some undizzy, but they do not get a full new HCH combo with reset IPS.
    • Landing recovery increased after explosion.
    • When Robo is not the point character, explosion timer is always set to 50% remaining. Prevents snapping her in for a free kill.
    • Alpha-countering her in will instantly explode on landing, because that’s a minimum cost of 4 bars.
    • After activation, Robo has up to 25f of invincibility if she doesn’t do anything, a-la Tanden Renki.
    • Timer counts down 5x as fast during Iron Claw, meaning she should always explode after it slams.
    • Add flames (visual effect) when she is close to detonating to distinguish from flashing without sound. (Good call, Liam)

バグ修正:
  • Double jump point falling through the floor shouldn’t count as “landing” to set off IPS.
  • Allow her to negative-edge all specials including Danger. Oops.
  • Remove the shadow from Robo-Fortune’s electricity on her burst. (Liam)
  • Fix Robo-Fortune’s Lv5 using the wrong (Lv3) voice clip and background color when DHC’d into.
  • Magnet super: Pause timer/prevent time-out while opponent is grabbed. Oops.
  • L/M/H beams are now all the same IPS category. Air and ground are different categories. Hasn’t really mattered yet but it might...
*** Not finished yet but I have other work to do so I gotta hit pause for a bit.

こんにちは、返事が遅くなってごめんなさい。
素早い対応に感謝します!
僕も前回の投稿以降、レンダーさんと同じ箇所の翻訳作業をしていたためにSkullheartをしばらく見ておらず、返信に気づきませんでした。そしてそのまま、出来上がった"General"部分から"Beowulf"部分までを日本語化したものをTwitterで公開してました。
なので作業内容が被ってしまいました、本当にごめんなさい!
そしてもう一度、素早く丁寧な対応をしていただいてありがとうございます!
https://drive.google.com/folderview?id=0Bz7kjo2ZY4DaZXZLd0M4Y09oYnM

Is it OK that I continue this work?
 
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マジかよwwwwwwwwwwwwwww

マイクが俺にロボの部分だけ翻訳してくれとお願いしたからやってたけど、もうすでにできてあったのかwww

っていうかこちらこそそれほどの翻訳をしてありがとう!

Is it OK that I continue this work?

ぜひ!大変助かります!!!!


For those wondering, we're just talking about translating the changes list. Nothing about balance or anything interesting. ;D

Sorry for cluttering up the thread!

BUT I WORK FOR LAB ZERO SO MAYBE YOU CAN FIND IT IN YOUR HEARTS TO FORGIVE ME :P
 
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i've had it happen from dynamo so i'd appreciate this change too

I've tested it too, you can combo off the last hit of DDynamo(right when the last hit connects) into Khepri by changing direction early. Yeah you lose out on the damage, but it will always work because of the ground-bounce. Still, you can DHC early to guarantee that Khepri hits in most situations, including midscreen combos that end in cerecopter, even though it will usually work with the last hit of DD anyway.
 
マジかよwwwwwwwwwwwwwww

マイクが俺にロボの部分だけ翻訳してくれとお願いしたからやってたけど、もうすでにできてあったのかwww

っていうかこちらこそそれほどの翻訳をしてありがとう!



ぜひ!大変助かります!!!!


For those wondering, we're just talking about translating the changes list. Nothing about balance or anything interesting. ;D

Sorry for cluttering up the thread!

BUT I WORK FOR LAB ZERO SO MAYBE YOU CAN FIND IT IN YOUR HEARTS TO FORGIVE ME :P

Thanks!
 
my feedback in the beta as follows...

・return the “Leader / ## Wins” size.
i understand this change needs for stream overlays.
but there is no benefit for other players.
i think it is better to choose the size by option.

・colored slots by skill level in the lobby.
when we play in the lobby, it is important to judge own skill level by knowing opponent's skill level.
thereby we can find appropriate opponents.
i think colored slots by skill level help it.
(now, we can know only lobby host's skill level by searching lobbies. but i think it is not enough.)
 
Hey @Mike_Z, I know everyone's been giving their 2 cents, so I'd like to give mine. Hopefully I'm not the only one who thinks this, but I think having Eliza's Khepri Sun at 4236 unscaled is a little too much of a nerf. I agree that it should have some damage taken off, but 400 is too much. The reason I mention this is because it's now the 5th least damaging unscaled lvl 3 in the game (correct me if I'm wrong).
Even so, the ones that do less damage have more utility than Eliza's lvl3 does. Khepri Sun requires at least 1/2 a bar to convert off of midscreen, which is hard enough to do by itself. Her other blockbusters are only useful as combo enders too, unlike most other characters (including the ones listed below). But comparing it to the other lvl3's that do less damage:

-Squigly's allows a meterless conversion and is hard to punish on whiff because it comes back to get you.
-Painwheel's gives you a meterless conversion from the wallbounce.
-Robo's Circuit Breaker makes you hard to approach and avoid, as well as doing damage.
-Parasoul allows you do open someone up by pulling them in blockstun.

From what I've seen with the beta changes, I think the nerf should take off ~200 damage unscaled, instead of ~400. I also agree with what other people are saying about making converting off Khepri midscreen easier(it feels like the old days when l.spiral>lk was a harder link).This is just a suggestion of course, I just wanted to bring this up, thanks.

SG Beta Lvl3s:

para: ~3500
squigly: 3524
painwheel: 4096
robo: 4167(circuit Breaker) / 4361 (Gamma)
eliza: 4236
band: 4466 corner/6238 mid
filia: 4750
val: 5000
fortune: 5000
double: 5024
fukua: 5100
bella: 5500
beo: 5656
peacock: 6225
 
Filia things:

Airball dash cancel on block seems to leave you at +8 on block. That means dash canceling into a light is an actual blockstring and can pretty much grab them on the first possible frame out of blockstun. Kinda thought it was a little nutty at first but PBGC was keeping it in check I think. I'm not sure if I feel like it's too good or not but I like having it and it suits her playstyle.
 
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Is the trash can snap supposed to turn the assist invincible during Happy Birthday's? I figured that s.HK can stagger the assist and upon doing Wulf Shoot, Head/Knee both attack assist but the trash can hits the assist but it leaves them invincible. Not sure if it's a bug or something, just pointing it out.
 
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Filia things:

Airball dash cancel on block seems to leave you at +8 on block. That means dash canceling into a light is an actual blockstring and can pretty much grab them on the first possible frame out of blockstun. Kinda thought it was a little nutty at first but PBGC was keeping it in check I think. I'm not sure if I feel like it's too good or not but I like having it and it suits her playstyle.

throw or jLK FF feels pretty damn wild

kinda leaning towards too good
 
I know this is crazy but because experiments are going on I was wondering if Head-on's damage could be lowered to give Fortune some sort've trade-off to only sticking to the form she starts with.

Right now the both do more less the same damage (headless does more in some areas sometimes but we're talking above average damage for both) and it's rare that headless gets used and at first glance Fortune seems to lose more by switching to headless (I know it doesn't) but I think something like that would differentiate the forms and maybe see some more variety by incentivizing using both forms and switching back and forth to maximize from your hits.

Like Head-on doesn't have any penalty whatsoever and still hits like a truck but headless has penalties and hits like a truck and I can see why going headless doesn't feel worth it.

I'm not sure that's for the best though because people might flat out drop Fortune but right now I don't think anyone really bothers with headless because of how well off they are starting off as head-on.

So I guess in short have Head-on do less damage but still have a good defense and headless is a glass cannon if possible.
 
You just mean in terms of not being reflectable?
Umm, like same property is her jab or something. Just not a projectile. I guess that would make it not reflectable? That's not where I was going though
 
Umm, like same property is her jab or something. Just not a projectile. I guess that would make it not reflectable? That's not where I was going though
Just out of curiosity, why would you want this change?
 
Just out of curiosity, why would you want this change?
To follow the lore of Fukua. Her shadows are an extension of her body and soul right? I haven't beat her story yet.

Also, maybe it's just me, but can we increase this
"Allow her to delay the Clone for a maximum of 5 seconds (300f) by continuing to hold down any kick button."

Instead of 5 seconds, to maybe 7? Or is there a reason for the cap? I was just gonna say make it unlimited as long as her health is draining I guess.
 
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I know this is crazy...
It is crazy, you're right. Isn't the point of head-on MF to do more damage and headless is meant to have better mix-up/lock-down opportunities? If you want something better for headless MF maybe have a specific move (perhaps hp) do more block stun to help her game plan? I feel asking for a damage nerf is just a very linear and easy thing to request for, rather than perhaps looking into other areas of improvement for the character.
 
More hitstun on her head moves would make it easier to pushblock which you don't want not only that she can cancel a head move to sneeze if she wants more blockstun. Headless also doesn't need buffs it's fine the way it is.

And assist gives head-on similar things headless does. Both of them having high damage makes the flaws in headless look not worth the change since you can do virtually the same with an assist.
 
Okay, so while we're throwing around ideas I would like some way to make Parasoul's M egret more useful. From what I understand it's supposed to be a projectile/fireball shield. However, there are a lot of times where using this actually using it puts you in a bad spot anyway and on top of it a lot of fireballs/projectiles do not really have to care about the move. I don't feel as if the move needs to be an automatic "you threw a projectile, I win". However there are so many situations in which even using it preemptively will end up getting the Parasoul player in a worse situation. All of this and the meter gain from it is menial at best.

I'm not sure how hard it would be but the main issues with the move is how useless it is against most zoning. I've seen it used in a few times in high level play (Liam) versus peacock however item drop, Plane bomb at certain distance, and argus (on reaction) all kill it.

So, I propose something to maybe alleviate how isn't useful particularly against most projectiles.

Proposed solution 1: Parasoul could have some projectile invul using the exclamation point as a reference (5-12???iirc). So the invul would happen a little after the beginning of the move but end before she could start moving again. This way it could be useful in matchups. Especially since, while Parasoul can have fairly good zoning/spacing ability herself, one of her biggest downsides is how she can actually deal with zoning. I would even sacrifice meter gain. This could make sense because she is doing a sort of side step.

Proposed solution 2: Maybe change the hurtbox on egret itself, making it taller (to deal with plane/fireball with arcs) and having stay out for longer; or having it have more hitstop for it blocking something so that if it gets hit it stays out for much longer. Also having Parasoul have less recovery?

Proposed solution 3: Have Egret have priority in taking hitboxes so that if a hitbox overlaps with Parasoul. So that the egret takes the projectile/hit instead of Parasoul. (I'm not sure if this could even be done or if this is something instrinsically undoable). I was thinking something along the lines of Modok's "shield thing" in MVC3?

I don't necessarily know if this would be good solutions for it, but I think that the first one would at least make it more useful in her bad matchups as a projectile shield while still making it not a gross overly-usable tool. Good day.
 
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Eliza players no longer need to IAD back with jLK in order to ensure the move connects; IAD jLK will always connect thanks to hurtbox changes. <3
 
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Some initial training mode thoughts:

Being able to parry projectiles with both down and forward lets Big Band OS parry Robo's beams. When Big Band sees the startup to a beam, he parries one direction. If it's H beam, he can react and parry the other direction.

In fact, I think being able to parry down and forward lets Big Band parry all projectiles regardless of timing if he alternates down parry and forward parry at the right timing. I can do pretty well against a random Peacock zoning string just by tapping forward and down at regular intervals. I can even be pretty sloppy about it and get good results. (MK George, HK George, HP, H Bang Bang Bang; no idea if that's a good string for Peacock.)

Will have to see what the other changes entail when it's not two in the morning.

I like the distance Big Band gets from parrying H Beam though. That and dash canceling parries. Predictably I like all of my suggestions!
 
It's beta, so let's just try it and see how people like it. Just a suggestion.
Don't do that. You do not decide what gets tried - I do. I think sometimes people lose sight of this.
I don't want to do that, because I want projectile invincible things to go through them / projectile armor them, and I want them to be reflectable.

Lore - it's one of the souls, not a separate physical entity. Nyaah. :^P

I think having Eliza's Khepri Sun at 4236 unscaled is a little too much of a nerf.
I disagree! It's that much damage and RIDICULOUS corner carry, and hits behind her, and carries both characters.
Even so, the ones that do less damage have more utility than Eliza's lvl3 does. Khepri Sun requires at least 1/2 a bar to convert off of midscreen, which is hard enough to do by itself.
This is no longer true, it's meterless on everyone.

Is the trash can snap supposed to turn the assist invincible during Happy Birthday's? I figured that s.HK can stagger the assist and upon doing Wulf Shoot, Head/Knee both attack assist but the trash can hits the assist but it leaves them invincible. Not sure if it's a bug or something, just pointing it out.
Entirely on purpose. Midscreen doublesnaps on the entire cast for one bar anytime? Nope.

・return the “Leader / ## Wins” size.
i understand this change needs for stream overlays.
but there is no benefit for other players.
i think it is better to choose the size by option.
Is it hard to read in Japanese?