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Black Dahlia Alpha/Beta Gameplay Discussion Thread

Haven't you heard? Black Dahlia is getting an ice-elemental bullet. They got my feedback. Now the only elemental bullets left in my feedback to get are the Wind and Water-elemental bullets. I'm not sure if it's gonna be possible to give her an Earth-elemental bullet.
 
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Losing my mind right now; this is wild, lol.

Items of note:

Red Aura
Electric Grab.png
After landing the hit-grab (?), Black Dahlia begins to emit a wispy red aura, during which it seems that any following Heavy Punch is enhanced.
The s.HP performed shortly after creates an explosion that launches with "trip".
The aura returns after performing her Reload Super, and turns her j.HP into a multi-hit that causes knockdown.
Love the skull-shaped blast.
Enhanced sHP.png
Enhanced jHP.png

Reload Super
Freedom to load six bullets of your choice for 1 bar.
Gives Black Dahlia red aura.
Can't wait to see the absolute shenanigans of its use in Blockbuster Sequels.

Freezing Round (and Doily Toss)
Frozen.png
A freezing shot that immobilizes the opponent.
Represented by a blue icon in her UI (corresponding symbol to come?).
Peacock's Stagger voiceclip playing upon being frozen might not mean anything, but I wonder if the frozen state can be mashed out of.
Doily placement for the teleportation move shown in the last preview clip.

Laser Round
Laser Shot.png
An unexpected surprise.
A fullscreen shot that causes knockdown (at least, on airborne opponents).
Represented by a green/turquoise icon in her UI (corresponding symbol to come?).

At last, we now have all six round types:
Explosive
Incendiary
Buckshot
Laser
Freezing
Electric

Black Dahlia's really out here turning her victims all colors of the rainbow.
 
This is insane. innovation on her set is kinda bonkers. Glad the free flow reload idea made it in. hadnt thought of a metered option & full hitstop w/aura, makes sense.

this is the kinda stuff you Wanna lab out, nice

Is the super the only way to get the special bullets or can we also get them normally but reload just take a lot more time & not be feasible mid-combo?
 
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As seen in SonicFox & Penpen's Black Dahlia exhibition, it looks like her purple round (electric shot) yields 3 (?) hits in rapid succession, along with it's significant hit-stun. Something that could be good for challenging Armor, maybe?
 
Now that EVO is over, I can now wait for the next Black Dahlia Alpha update to drop. After watching SonicFox vs. PenPen Black Dahlia Mirror Match Exhibition Round 2, I am astonished at the way she is developed. Her beam-elemental bullet is off the chain. So do her lightning and ice-elemental bullets. That is some good crud right there. While I am loving every second of her Alpha, I am not quite ready to be a Skullgirls PC player like those who played on PS4 yet because I need to get my gaming laptop only meant for gaming purposes and I'll be ready. Also, what is the name of her stage? It looks like some sort of theater.
 
Also, what is the name of her stage? It looks like some sort of theater.

Can't recall if a name for her stage was dropped, but somebody said it's a speakeasy, I believe.
 
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Liam keep ice shot in the game how it is pls i beg you
 
Usually i wait a couple days/week before thinking about this sort of thing on patches but a couple hours in training room/matches, these things stand out strongly enough to speak on.

1. Negative blockstrings & Onslaught: If Dahlia's strings blocked upclose, she's 99% relegated to block in return or rawtag. I partially understand why normal shot's negative on block, because it's for semi-zoning. But ALL of her moves are negative on block except her lights & no one is doing 1-hit blockstring confirms on a consistent basis. 2lk > bear trap is positive if they dont know its coming, but it's simple to option select. and teleport isnt any better since people can cancel into super from whiffed normals. Or normal into special. Band has a field day. I dont mention onslaught cancelling out of nowhere...its for reasons like this. Her frame data is incredibly stiff. Like there's no way around it even if more normals were relaxed. Please just let us use it because it's like for once we have a unique movement option that's a special move & it's segmented off only useable inbetween other moves? Like that's just weird. Addtionally not being able to decide long or short hop with kk strength vs. game deciding for us.

2. Air Backdash: Still no air backdash. little confused on that.

3. Empower: Odd to me the hp-powerup isnt positive for such a unique resource as well as the barrel itself exploding on block.

4. Teleport: Its quite slow. I could understand more if she had decent frame data upclose but she doesnt. People can cancel normals/special whiff's into super & normals into specials for punishes. 61f is a lot...like a lottt & cant even use it in the air. People punish squigly charge for less. For the work of putting it down it's worse than peacocks. why. Setting it up to teleport after a shot is clumsy too if anyone's tried. you have to teleport early in order to followup shots & it's beyond obvious to the point of just super or grab ignores the bullet. Also cancelling into teleport from shots not being possible is a bit weird seeing that theres a clear location marker avoiding any peacock shenanigans. Yet peacock can. 31-34f like testaments teleport in strive feels perfect. more than enough to react to, but fast enough you dont feel like it's slow-motion.

QoL Suggestions:

Last Call Super: hold chosen button & loads remaining slots w/same strength
Reload: just-frame part (rush order) moves specialty bullets to front of the barrel
Shot feint: Press k before shot lets off

Overall:

Overall i get she's slower. i like medium-but-not-heavy slowness characters a lot. they're my favorites. But the thing is usually for some sort of setup or time put in to get a resource you get a tangible reward. typically frame advantage. With Dahlia there's not really any of that. Shes still hardly finished so of course there's that but right now I dont really get what she's supposed to be about. I dont feel like you should HAVE to spend meter to have a blockstring that's not negative (loading buckshot) because no one else does, not even peacock & she's a dedicated zoner. Would be far different if her rewards were way better on average. Even robo has better data & we know how stiff her strings are.

Respectfully...How is it peacock, fortune, even robo have more diverse ways of engaging the opponent when onslaught is supposed to be a dedicated special? and we cant cancel into it........i really dont get it. just me, perhaps some others have different views or maybe the design is to be very segmented & do only one thing at a time. I'm not saying she cant get damage or that assists wont help supplement things but right now this doesnt feel good to play imo. Especially solo. The new ammo is fun, but admittedly it's bittersweet having to spend meter or go through 2 normal shots at a time to use rather than perhaps have a load stance that's slower, but lets you get the bullets you want at a higher frame deficit. It feels like things are being held back on purpose for no particular reason. The more flexible things are, the more options and viable playstyles we have. A little worried about dahlia rn.
 
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Negative blockstrings & Onslaught: If Dahlia's strings blocked upclose, she's 99% relegated to block in return or rawtag. I partially understand why normal shot's negative on block, because it's for semi-zoning. But ALL of her moves are negative on block except her lights & no one is doing 1-hit blockstring confirms on a consistent basis. 2lk > bear trap is positive if they dont know its coming, but it's simple to option select.
She can end strings with a 19f overhead or a sweep into shot and 2lk is hit-confirmable on its own, and both electric and buckshot rounds are + on block. With how strong her mid-range is I think this is plenty currently.

Addtionally not being able to decide long or short hop with kk strength vs. game deciding for us.
It's not a short hop.

Air Backdash: Still no air backdash.
It's not an airdash.

Empower: Odd to me the hp-powerup isnt positive for such a unique resource as well as the barrel itself exploding on block.
Do you mean positive on block? It's +11 on hit. If you mean powered-up 5hp and 2hp then yeah I could see them being safer.

Teleport: Its quite slow. I could understand more if she had decent frame data upclose but she doesnt. People can cancel normals/special whiff's into super & normals into specials for punishes. 61f is a lot...like a lottt & cant even use it in the air. People punish squigly charge for less. For the work of putting it down it's worse than peacocks. why. Setting it up to teleport after a shot is clumsy too if anyone's tried. you have to teleport early in order to followup shots & it's beyond obvious to the point of just super or grab ignores the bullet. Also cancelling into teleport from shots not being possible is a bit weird seeing that theres a clear location marker avoiding any peacock shenanigans. Yet peacock can. 31-34f like testaments teleport in strive feels perfect. more than enough to react to, but fast enough you dont feel like it's slow-motion.
I agree with this one. With how much setup it requires it's feeling really underwhelming, but we'll see.

QoL Suggestions:

Reload: just-frame part (rush order) moves specialty bullets to front of the barrel
Shot feint: Press k before shot lets off
Those are VERY significant buffs, not quality of life.

Shes still hardly finished so of course there's that but right now I dont really get what she's supposed to be about.
Mid-range, big buttons to confirm from and putting up walls. Bullets can have a lot of long and close range functionality as well, which makes her very versatile if you can manage your resources.


Dahlia feels really solid right now. Defense is super rough and damage still feels a bit too gated but I know she's still getting 1 more special and 2 more supers so I'm sure she'll get something to help with those. I think she's shaping up to be a very strong and very interesting character.
 
She can end strings with a 19f overhead or a sweep into shot and 2lk is hit-confirmable on its own, and both electric and buckshot rounds are + on block. With how strong her mid-range is I think this is plenty currently.
hey thanks for taking the time.

TL;DR: The problem still persists. Meant Situations outside loading special shot randomly which you rely on RNG or spending meter. any H-strength into shot still nets the same result with you being stuck next to the opponent giving up your turn fully. The 2lk is comfirmable without resorting to 2mk to get away from the opponent &is +1 from a light — but still, you’re right next to the opponent & can’t follow up unless you block or raw tag. And again if im missing something lemme know, but it seems pretty cut & dried that after being blocked...that's kind of all you can do & no super helps either.

It's not really an issue of midrange being strong or not; Peacock & robo zoning period are strong from the same ranges, but they still are able to have blockstrings where they're not effectively negative. At the very least they have safe spacing or can jump away. You can't follow up dahlia with any light because of the frame data. will take a bit to make a video showcasing what im talking about as im tired & it's around 6am so im a bit of a zombie rn lol but it's fairly straightforward...after the sweep or hp + shot (which moves you slightly forward), most jabs catch you dead to rights. No backdash out & timing for 2mk is inconsistent. if that was faster startup/trap came out faster it wouldnt be an issue but it's not.

acknowledging weaknesses should be a thing & no one should have everything but what im addressing here is just basic. Doesn't have to do with playstyle or zoning, just a simple situation where when you're blocked on offense without randomly loading a certain shot or spending meter...you're stuck quite literally so my point still stands. If the topic persists ill make a video.

It's not a short hop.
Perhaps a misunderstanding. It is when you're close to the opponent. you're kept from crossing up unless you tap jump & kk early as you can for the 'normal' onslaught you get when further away. My point was being able to choose between the 2 manually, based on strength. The short hop is similar to normal jump but shorter.

It's not an airdash.
I dont mean onslaught being a backdash, i just mean having an aerial backdash period. If she's not supposed to have an air backdash then i guess that's just the design. I was under the impression she'd have one, if not that's me.

Do you mean positive on block? It's +11 on hit. If you mean powered-up 5hp and 2hp then yeah I could see them being safer.
Yes definitely, the powered up hps on block since they're a unique resource you do have to work for.

I agree with this one. With how much setup it requires it's feeling really underwhelming, but we'll see.
For sure.
Those are VERY significant buffs, not quality of life

Reload: just-frame part (rush order) moves specialty bullets to front of the barrel
Shot feint: Press k before shot lets off
i try to stay away from the phrase 'QoL' since it's a bit charged as anything allowing more variety can be seen as such.

Only thing is we're talking order & doing so using an option people can choose with equal tradeoffs between both vs. something objectively better in every way which it's not. Having your 1 or 2 random bullets from the start (with just-frame) is more convenient if youre absolutely sure the first shots will hit but in good faith, the 2 normal shots give you 2 chances to open up/suppress the opponent first or use it in a combo without being forced to confirm a non-bullet hit to save them. Same for the last round. Combo structure isnt given a buff by changing the order either. if you get fire & buckshot on a character who doesnt need to be close...that's much worse & youre stuck either holding it or trying to reload again safely. What i'm trying to say in so many words is do you want dessert first or later? Given the tradeoffs, neither's better. Risk blowing your load from the start with pressure to confirm (random bullets might i add) or ease into confirming with 2 normal shots each time for a more guaranteed hit or ability to combo into them.

In general reloading behind normal shots is far easier anyways. There's no such guarantee with at least 3 to 4 of specialty shots if they moved upfront. Rerolling safely would be difficult as you must be close (buckshot), aim true (electric & laser shot dont lob/cover same area), or have time (fire shot which doesnt have an impactable hitbox). There's no preparation for setting yourself up & if you wanna reroll it's inherently riskier.

That's why i say QoL for the bullets.

And as for the feint it doesnt make her safe or positive, but similar to ringlet spike feint it allows you to express your play with something giving an option the opponent has more than enough time to react to. QoL provide either less headache or more options. Emphasis on options. Though they open up new avenues of play which is the point, they're not objectively better looking from either side.

Mid-range, big buttons to confirm from and putting up walls. Bullets can have a lot of long and close range functionality as well, which makes her very versatile if you can manage your resources.


Dahlia feels really solid right now. Defense is super rough and damage still feels a bit too gated but I know she's still getting 1 more special and 2 more supers so I'm sure she'll get something to help with those. I think she's shaping up to be a very strong and very interesting character.
I dont disagree on the walls & being versatile managing resources. Just main issue is being locked down under auspices of your own offense. Like before, peacock & even robo are positive or at least are even if they wanna be. If dahlia's lights were in step with majority of the cast or we were alotted more space/could 2mk regardless of gatling/string order (would love this) with a faster/safer trap-set that'd be cool, but even dedicated zoners have more options when things dont go their way upclose :/ see what im saying?

I hear you tho man, she's shaping up to be interesting & there's definitely gonna be some people showing out soon with her enough to make more people wanna play more than ever. But...on the fence about being solid until this changes somehow. Past the undoubtedly cool shenanigans, someone will eventually solve her in a way that locks her down making it tough to play directly. Relegated to mostly running away if you get close. Teleport & lack of onslaught cancelling or better frame data doesnt help either. Im loathe to harp on it but not overstating a hair when i say pushblock & natural gaps dont let you jump out the window with a mechanic such as freely using onslaught. Devs. Seriously. Please consider it. If it doesnt work after people try it, then kick it out...but i know it works. Just not feeling the amount of conservatism (again respectfully speaking). Keep frame data the same, but let us schmove. For once. As it stands now after being blocked...a normal jab/grab is her worst enemy, full stop.
 
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Just sharing my thoughts on Dahlia after playing her for the past few days and at Evo a bit.

First, please don't touch the chip stuff yet. Let it play out. The conditions to chip require otg and the empowered knockdown on 2hp. If it needs to be adjusted you can gate those. It's also extremely tight to do against a human opponent with variable push block timings. Test it in a player training lobby and really see how often you can actually jail their options before praising how good it is, please.

I'd like to see a movement adjustment. Her dash feels sluggish, her back dash feels sluggish. It's not necessarily about speed but responsiveness. Micro dashing doesn't feel smooth. Backdashing has this weird start up. Even onslaught feels like it has slight start up with the kick boost she does. I'm not sure what to do about this but it doesn't feel fun to play with. One thing I would like to play with is being able to use buttons after a backdash.

I'm curious as to why 5mk got a slight start up increase. If it's just to remove the 2lk 5mk chain, I would like to see it be reverted. It was unsafe on block, punishable if your first hit was pushblocked, and didn't lead to a gap less shot. Losing the confirms and the damage from an earlier nerf just makes me rather autopilot into 2mp. It's safer on block, jails into L shot, and is faster making combos feel less awkward. I'd like to test a reversion.

Barrel super feels really awkward and niche. Right now I'd rather use meter for the benefit of reloading my gun, selecting my bullets, and regaining empower. I feel like barrel super doesn't help enough in conversions or damage to make me want to spend meter on it. I'm not sure what exactly I'd like to see changed on it, but at maybe something like Peacocks intersction with Lenny? Limit the barrel explosion until the end of other supers so it creates unique options as a dhc tool. I also feel like the damage should be increased if you don't get a full corner to corner chain explosion.

I would still like to at least experiment with onslaught cancels. Dahlia has great mid range buttons that I'm not really scared of because they don't lead to anything. From full screen she doesn't feel threatening because her movement is sluggish and she can only shoot 6 shots until a reload. And from close range I'm one pushblock away from causing her to whiff and taking the space that comes with that, or I don't pushblock and she's terribly minus on mediums and only slightly plus on lights. Onslaught is effectively an airdash, but you can't block till you touch the ground or call assists. It doesn't come attached with a backdash so you lose that positioning utility. And despite being a special move you can't cancel into it grounded or aerial. I feel like people are being very "hand-wavey" by saying it's not an airdash, but for all intents and purposes it is one. Just an incredibly nerfed one that feels scuffed to play with. If it is an airdash I'd like to at least test dahlia with traditional airdash properties, if it's a special move I'd like to atleast test dahlia with the ability to cancel into it. I feel like this would help make dahlias gameplan more coherent and help her place threat behind her midrange tools.

I'd also like to ask if reload is still changing. To my knowledge, since the first beta reload has been sort of placeholder and subject to change. But since there hasn't been too many significant changes to reload, and now that we have deterministic ammo, it seems as if it's staying like this? If reloading is staying, then I'd like to see a version where dahlia gets:

L - All standard

M - First and Last special ammo, avoiding the combo bricking ammo types like fire

H - All 6 bullets all randomized

I think spending 50 frames (on the just frame) to reload your ammo and then needing to spend 2 more shots before getting access to your special bullet feels kind of whack.

I would also like to test a version of Dahlia that doesn't reload. Only being needing to worry about special bullets and ammo limitation using her reload super. For what they are, I don't think standard shots are so strong that they need to be gated by reloads. Using reloads as a tool to cycle into special ammo every so often or to limit roundstart / assist potential is cool, but if so I feel like she lacks immediacy after reloading. Other resource based characters have immediate access to their resource once the collect it (Beo, Val, Squig, Bb, etc.) Removing reloads would mean she doesn't have to play this weird mini game where every 6 shots she has to find time or burn an assist so that she can waste 50 frames to continue... throwing bombs?

Basically other characters don't have these hard stop limitations on their unique tools, and when you look at what Dahlia's are (Slow arcing Bullets that go away on hit, an airdash, a teleport you have to place and then teleport to) they don't feel strong enough to be gated in the first place. Other characters have these tools with no limitations and im not of the opinion that giving those same tools but nerfed / restricted gives a character their identity.
 
I'd like to see a movement adjustment. Her dash feels sluggish, her back dash feels sluggish. It's not necessarily about speed but responsiveness. Micro dashing doesn't feel smooth. Backdashing has this weird start up. Even onslaught feels like it has slight start up with the kick boost she does. I'm not sure what to do about this but it doesn't feel fun to play with. One thing I would like to play with is being able to use buttons after a backdash.
this this this pls so much this
I'm curious as to why 5mk got a slight start up increase. If it's just to remove the 2lk 5mk chain, I would like to see it be reverted. It was unsafe on block, punishable if your first hit was pushblocked, and didn't lead to a gap less shot. Losing the confirms and the damage from an earlier nerf just makes me rather autopilot into 2mp. It's safer on block, jails into L shot, and is faster making combos feel less awkward. I'd like to test a reversion.

Barrel super feels really awkward and niche. Right now I'd rather use meter for the benefit of reloading my gun, selecting my bullets, and regaining empower. I feel like barrel super doesn't help enough in conversions or damage to make me want to spend meter on it. I'm not sure what exactly I'd like to see changed on it, but at maybe something like Peacocks intersction with Lenny? Limit the barrel explosion until the end of other supers so it creates unique options as a dhc tool. I also feel like the damage should be increased if you don't get a full corner to corner chain explosion.
No one wants a character that cant end a combo into a level 1 super for that extra push in damage. If you fill undizzy and end your final string with barrel, there is a high chance your buttons are either gonna be too slow to catch them before they bounce to the floor or be too slow to hit them. Just give her a super that lets her unload her gun contra style and not trigger IPS
I would still like to at least experiment with onslaught cancels. Dahlia has great mid range buttons that I'm not really scared of because they don't lead to anything. From full screen she doesn't feel threatening because her movement is sluggish and she can only shoot 6 shots until a reload. And from close range I'm one pushblock away from causing her to whiff and taking the space that comes with that, or I don't pushblock and she's terribly minus on mediums and only slightly plus on lights. Onslaught is effectively an airdash, but you can't block till you touch the ground or call assists. It doesn't come attached with a backdash so you lose that positioning utility. And despite being a special move you can't cancel into it grounded or aerial. I feel like people are being very "hand-wavey" by saying it's not an airdash, but for all intents and purposes it is one. Just an incredibly nerfed one that feels scuffed to play with. If it is an airdash I'd like to at least test dahlia with traditional airdash properties, if it's a special move I'd like to atleast test dahlia with the ability to cancel into it. I feel like this would help make dahlias gameplan more coherent and help her place threat behind her midrange tools.
Thank you for saying it
I'd also like to ask if reload is still changing. To my knowledge, since the first beta reload has been sort of placeholder and subject to change. But since there hasn't been too many significant changes to reload, and now that we have deterministic ammo, it seems as if it's staying like this? If reloading is staying, then I'd like to see a version where dahlia gets:

L - All standard

M - First and Last special ammo, avoiding the combo bricking ammo types like fire

H - All 6 bullets all randomized

I think spending 50 frames (on the just frame) to reload your ammo and then needing to spend 2 more shots before getting access to your special bullet feels kind of whack.

I would also like to test a version of Dahlia that doesn't reload. Only being needing to worry about special bullets and ammo limitation using her reload super. For what they are, I don't think standard shots are so strong that they need to be gated by reloads. Using reloads as a tool to cycle into special ammo every so often or to limit roundstart / assist potential is cool, but if so I feel like she lacks immediacy after reloading. Other resource based characters have immediate access to their resource once the collect it (Beo, Val, Squig, Bb, etc.) Removing reloads would mean she doesn't have to play this weird mini game where every 6 shots she has to find time or burn an assist so that she can waste 50 frames to continue... throwing bombs?
I just want one reload that IMMEDIATELY chambers into her first barrel, a unique RNG ammo type, it feels weird to have to go through two default shots and makes her heavily meter reliant.

A fully randomized load also seems like it would be a lot of fun and lend itself to some serious skill expression
Basically other characters don't have these hard stop limitations on their unique tools, and when you look at what Dahlia's are (Slow arcing Bullets that go away on hit, an airdash, a teleport you have to place and then teleport to) they don't feel strong enough to be gated in the first place. Other characters have these tools with no limitations and im not of the opinion that giving those same tools but nerfed / restricted gives a character their identity.
Buff her teleport please it feels so slow, She has to literally place where she wants to go and find time to play the doily, reward her for this with an excellent teleport
 
On a personal note I get accidental empowered J.hp a lot so can we make it double tap or make the hold buffer lower i feel like im tapping my button and getting it
 
So, I know it's way early to propose changes like this and nothing is set in stone right now, character only has half of her kit, etc. But after putting about a hundred hours into this character I'm really not a fan of how the special rounds work currently. The default shots are such a huge part of her neutral game, combos and really everything she does that whenever you reach a special round it feels much more like a detrimental thing you have to play around than an extra tool in your kit (fire losing combos, buckshot losing space control, etc). Sure, they have really cool upsides too, but since you don't get to decide when or even WHICH rounds you get to use, L reload just always feels like the better option. Even in sets where I'm just messing around it gets annoying trying to fit special rounds into my gameplan when I know I have the consistently strong option of L reload always available.

Proposition: Why not have both? What if the default rounds and the special ones were 'kept' separate in dahlia's gun and you could choose which one to shoot? You could have a separate input for each version (236p for default and 236k for special? 623p? idk) so the special rounds would be immediately available after reloading and at the same time wouldn't get in the way of using default rounds so that 'detraction' from her base kit wouldn't happen. Having the default shots consistently available would also make the rng much more bearable if that stays in the end (god pls no).

I know I'm basing my opinion and proposition on a very unfinished character but I might as well say this already, and since I'm already here, here's a little wishlist:

-higher damage (dahlia optimal routes do like 5.6k meterless while parasoul's bnb does 6.1k without any resources)
-jhp crossing up consistently
-L gun 5lk link
-5lk standing low
-chained jhk purple bounce
-otg after 5hp (might be possible when other specials drop but just having enough time normally would be great)
-alternatively, 5hp ground bouncing like parasoul 4hk on aerial hits
-less recovery on jhk
-2mk not scaling your follow-up (could be fine as is if she gets the damage increase)
-2mk special cancellable
-oil puddles spawning a bit farther back so point blank barrel 2hp triggers it
-having the hitbox that triggers the oil on 2hp happen on the same frame as the normal attacking hitbox
-default shots not disappearing when you get hit (i don't really want this at all but peacock exists so violence it is)

Despite of everything said above I'm really enjoying Dahlia! She already feels like a super sick neutral monster and I'm really looking forward to what's coming next!

Keeping in line with this post, here's my wishlist based on the current version:

-higher damage (while buckshot makes higher damage possible, it still feels too gated)
-5lk standing low
-chained jhk purple bounce
-less recovery on jhk
-onslaught allowing you to block after a certain period
-2mk special cancellable
-lights comboing into 5mk
-barrel changes were cool but it still needs some love i think
-default shots not disappearing when you get hit (see empower idea)
-5lp reaching lower (whiffing on standing painwheel hurts my soul)
-doily throw being doable in the air
-teleport buffs (it requires a pretty lengthy set-up and it's still just a heavily nerfed peacock teleport, feels really bad currently)
-confirms from bullets could be stage 2
-grounded L buckshot hitboxes extending lower to the ground so otg > buckshot works more reliably
-is the damage difference for the versions of buckshot really necessary? if you want easier combos you'll probably be doing 5hk H shot which is already significantly less damage than the very unreliable 5hp M/H shot... even then shp shock loops will probably do more damage so just let the damage round do damage imo
-electric grenade going through projectiles and not going away if you get hit by projectiles (the robo and peacock MUs are very death)
-fire bullets should hit like chris H grenade (big maybe. also maybe doing some DoT instead of the lingering fire on hit). while every other round feels like default+, fire just works completely different and screws you up a lot because of it (you can see when its coming up, skill issue, etc yeah). this would also help mitigate the infinite chip setups
-the lingering fire could be more pushblockable to help against the chip setups
-empower could scale a little bit less (something like .6 instead of .481 (is it bugged still?)) but i guess its fine
-empowered HPs should require you to double tap instead of holding the button (particularly the issue of j[hp] coming out accidentally, but I could see double tap requiring you to be too fast)


default shots: empower powers up the next 2 default rounds you have loaded each time you hit the opponent with it (could indicate it by making them glow in the chamber or something). last call makes all the default rounds you load powered up. empowered bullets don't lose their bonuses after you use empowered normals

empowered shots:
3 more frames of hitstun and blockstun (+1 on block and +11 on hit)
don't go away if you get hit
damage 750 -> 850


empowered reload (22 + P or K): uses up empower to load 6 randomized special rounds (includes powered up default) but the first bullet is always based on which button you used

While I'm pretty ok with how onslaught and her dash work and feel right now, I think she needs better backward movement with how her neutral is shaping up, she really can't keep up with how crazy rushdown gets in this game. I'm expecting the final special to have some evasive/defensive quality to it so we'll see what happens
 
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cLK sMK:
I really want to be able to chain cLK into sMK again, her cLK(1) deals too little damage and cLK(3) would scale too hard, and it's hella unsafe on block.
Also I don't think the startup increase on her sMK makes sense, since she's meant to be played around mid-range — Or at least give me some damage back.

Doily & Teleport:
The doily (first use of 214X) takes too much time to hit the ground, it could be faster.
Her teleport feels too awkward to use outside of setups, too much startup, too much recovery, small window of invulnerable frames — I'm not asking to give Peacock Teleport to her, but at least make it less sluggish
I personally don't feel comfortable with fake teleport not spending the doily — IMO could help her 50/50 setups with [cHP].

Empower & Empowered State:
Standard shots should be affected by empower, more damage, bigger explosion, something like that.
HP Reload also should be affected by empower, give me special shot in slot 1, 3 and 6 or all slots.
And since we can only use one Empower per combo, at least let me link a cMP, spending sLK too early feels way too sad.

Extra
Is her beam shot bugged? It doesn't build any meter, dunno
Change the empowered throw to LP+LK > [LP+LK] instead LP+LK > [HP]
Make her bullets stick few frames after she get hit, to force some favorable trades.

About all other tools, I second all of Lugon's suggestions, especially about the barrel, it deserves some love.
But I'm loving her new tools, can't wait to see more of her — Thank you all HVS and FC <3
 
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I like B Dahlia's chip can we keep it pretty please? If it's an infinite blockstring that can surely be fixed right? Please keep the chip, pretty please?

I don't have any other suggestions other than she's kind slow and clunky feeling but her chip value is so awesome, I like that this strategy is valid, if it's too strong I hope the chip value isn't what gets the boot or still has a satisfying number and viability to it, that'd be cool too.
 
starting to see dahlia becoming a sophisticated improv character using the gun as a supplement. assuming onslaught canceling being a thing, her more direct style & semi-zoning will surely be more pronounced/unique. Just think her setups & plus frames should be much more rewarding seeing how slow she is & require one-two setups + resources.

Reload:
all randomized would be cool w/separate barrels like Caio pointed out. a dedicated load stance letting us load special bullets manually but much slower (2x slower than happy chaos) would feel great. Reload super for convenience, midcombo routing & empower, this for everything else.

Teleport:
Echoing earlier posts...besides substantially improving teleport recovery, would like to try with its own hitbox before the doily hits the ground. Zero damage, 1 more hit towards worse scaling, but a generous amount of hitstun mixed with better recovery after teleporting could make for some sick combos/routing. AirOk teleporting too; think about how creative combos could get & more cohesive they can be if we did play with all randomized reloads — Less worrying about bricked combos or stilted routes. She has to actually toss it out & stays absolute on screen so it should be way better than peacocks since people know exactly where you're ending up.

Softlock:
Lastly, resetting her right now‘s simple in the sense her frame data doesnt even allow her to contest normal lights/escape. Can only block & trade at best. Most matches so far, they just raw tag. just low/throw is enough. waiting for other special but if normal shot is staying slightly negative on block, please make 2mk (beartrap) &/or backdash partially invuln on startup because she's locked in otherwise. normal backdash isnt quick enough usually either.

p.s. tagin is still even. not saying you should be able to combo off it but no tagin on hit has ever been even, and with her slowness, she's at disadvantage even when youre on offense.

Edit: What if barrel also explodes out a random powerup or a couple specialty bullets as well or is invuln to pick up slack? At the very least way more plus on block for barrel explosion. Not sure what else it should do. @ampersandrew id assume for anti-zoning since normal shells are too slow and most the others. but the rail (laser?) is instant. im just hoping we can load special bullets manually cuz locking behind meter or random reloads to fight better zoners doesnt make much sense to me. better reward would be nice though for even having to load them or spend meter/time like robos pop-up after hit
 
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We had tennis games with Umbrella, now it's time for basketball with Dahlia.
I'm waiting for snooker with Marie.
 
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Anyone get the sense that Dahlia's rail shot doesn't have much use? Even for zoning, it's maybe worse off than her slower shots specifically because it's instant; it doesn't control as much space for anywhere near as long. It just causes a knockdown like the normal shot, and it doesn't do as much damage as lightning shot, which also travels in a straight line. Perhaps rail could be better at confirming into combos from long range? Like if it did what Robo's install L and M beams do? As it stands now, I'm not sure when I'd purposely choose a rail shot.
 
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Been playing around with Dahlia a lot this past couple of weeks because I REALLY wanted to feel like I wanted to know exactly how strong/weak she is in certain areas. So im gonna reply to a bunch of stuff, talk about stuff i've experienced with, and just yeah big post(s) im gonna make multiple

Lets start with my two biggest things wdaw

HER BACKDASH AND HER S.LP IS TROLLING

Lets start with s.LP. Its so bad in the current state of the game. Many characters just outright can ignore it. It loses to things that are longer than it (Filia iad fierce.) It randomly whiffs on some characters that you use empower on because the opposing characters (IM HIT) animation is usually them reeling back at an an angle that she just randomly cant hit.

For me too the worst part is that its supposed to be a normal that you get a stray hit you we're not ready to get, so on reaction you can do the second slap of s.lp and than continue the combo. But the problem is that she has like little to no normals that she can actually convert from. Sometimes in those scrambled I get the hit and autopilot to s.mp but sometimes im just so slow that it uncombos, and its a really bad feeling.

It makes me feel like for a patch she should get Big-Bands grounded magic string because despite being the tallest, big bands standing lights actually hit crouchers and he can stagger his pressure almost instantly back into itself

how did a normal like this even come out again after ELIZA has been showing how dog something like it is for years


HER Backdash is just, not great, or im not wrapping my head around using it, or im just not liking it. The biggest thing right now is that Pushblock baits are the WORST WORST feeling in the world right now. I don't think any character writes a Kick-Me sign in as big bolded letters as Dahlia does, when the double decided to fast fall the first hit of their j.hp, and in my hubris, my pushblock attempt was met with that VULNERABLE aerial backdash that I cannot throw anything but alas my high startup gun special with.

She's an inredibly strong and an incredibly fun setplay character but in situations like incoming or baiting button by dashing in, her backdash just makes the manuever feel clunky, slow, and not worth it. Even umbrella can play with her grounded movement but dahlia cant really. And if the purpose is to make her aerial movement the interesting part of her kit, she's just outclassed by Valentine who essentially has the same backdash, an Ino-Style onslaught-airdash that she has big crossupable and fast buttons to use with.

Not only this but atleast when valentine gets a backdash, her hitbox sinks to the size of a pea, And its fast, good golly is it fast. Valentines forward dash is also fast withOUT startup and consistent so her lack of a juking backdash doesn't fit into what it feels like she needs.


The only other negative I feel worth typing is her jumping heavy kick. It feels so limiting that the only thing you can really pull for a conversion is from your shots, and some shots like fire or buckshot make the conversion ESPECIALLY hard to get. Why cant she hit a falling normal after the button?
 
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Anyone get the sense that Dahlia's rail shot doesn't have much use?
IT has uses but it really needs like either a bigger hitbox or more practical angles. I like that the knockback from doing something like s.hk into railshot is consistent multiple times in a combo. I like pressuring people in the corner with the first hit of a jumping j.hk into railshot, which you can pick up from with ANOTHER j.hk into railshot + assist. It feels good but i think time is needed with it

I like B Dahlia's chip can we keep it pretty please? If it's an infinite blockstring that can surely be fixed right? Please keep the chip, pretty please?

I don't have any other suggestions other than she's kind slow and clunky feeling but her chip value is so awesome, I like that this strategy is valid, if it's too strong I hope the chip value isn't what gets the boot or still has a satisfying number and viability to it, that'd be cool too.

HERES HOW I WOULD FIX FIRE/CHIP SETUPS
Reduce the hitstop between the flames hitting someone when multiple flames are on screen, that or if flames are like 60% colliding with eachother, consume both for a bigger flame with the same amount of hits, but diminitively addign on the damage on chip. This diminishing returns would make the chip setup less mindless and favorable. but still present if you REALLY wanted to dump out meter. I like the way fire feels right now, and there are options to get out of chip.


The other thing is that make it so that fire goes away if Dahlia is hit with a super, kinda like ORange Vial. You can loop high/low -> empower -> Hard knockdown into fire 3-6 times on someone like big band and he ALWAYS has to hold the first mix. This is fucking awesome and I love it and I dont wanna see it go but also there needs to probably be some option to get out of it
https://clips.twitch.tv/SnappyThirstyLorisKappa-rd_XyoXcotlWizUG


HIs Post
This is a good post. Especially with the stuff like being able to kara cancel 2mk or how electric should EAT projectiles



Ideas present in the thread that i have an opinion on time! ////////////////////////////////////////////////////////////////////

Empowered Shots -
I don't really know how empowered shots would work at this stage of dahlias development so its whatever. I think Reloading should have more depth


Reloading Function -

Lets start with things i'd like to see

- The ability to load bullets additively to dahlias empty champer (You dont magdump when you reload)
- The ability to call upon RNG bullets on demand instead of having to go through two Red Bullets
- The ability to load 1 bullet a time if necessary (especially from reload super, i want BM endings where I load one piece of buckshot as a finisher)
- The ability to spin the chamber or cycle my rounds
- Active reload should be reworked. It feels bad that your punished for not hitting the active reload. I think the reward for mechanical skill should be a reward, but there shouldn't be a punishment for not hitting it. Even in Uniclr(st) Eltnum gets cool elephant rounds when she hits an active reload ALONGSIDE faster recovery

Dahlia's RNG bullets are so integral to DIFFERENT gameplans. I like that I can already see different dahlias playing in different ways. But its bad because you might get mid-combo and want an RNG bullet for a mixup or cool setup, but you have to spend 150 undizzy to get to it because you have to either spend 1 meter which you might not have, or go through 2 red bullets just to get to it. I would very much like to have access to RNG bullets on demand if I can

Doilys -

Dahlia doesnt need them to win, thats what sucks about them. She has a high low and a library of bullets that she can already use to open people up. Couple with the ability to have hard knockdown setplay with bullets that come later means she doesnt need left rights in neutral. Her other movement options are faster for what she is doing right now.

People are complaining that Dahlia lacks a reversal, especially since barrel doesnt have a hitbox after the first x frames (I forget). The hold-off to this was that players were supposed to wait until dahlia got her "Trickier movement options" so the implication was that Dahlia would have escape tools, kinda like pea's teleports.

but the issue is that the Doilies aren't just slow, its that shes vulnerable, honestly if the timing/recovery/setup was needed for them, just let her be invincible when she gets a doily out. She's still screwed if shes stuck without one, but atleast would play into what was told to us earlier on
 
Last post cause this is where im gonna nerd out about how hopeful she is going forward

I genuinely dont think Dahlia needs to play like other characters. I dont think she needs a damage cash out level 1, or even one for a level 3, the way she plays is kinda reminscent of Setplay Beo, and the floodgates are open

If you wanna do double left rights you get electric ammo

Have assists, fire and need time, you use ice

If you wanna cycle hard knockdown high/lows, you use fire

She has so many options and she feels great that to access these options, she has to work for it, it feels great, and she can insta ignite barrel with certain setups. Maybe barrel should do more damage but please if she gets more things I hope they are moreso tool to use and less just something like Lady of Slaughter

Nope drew a concept for me where her level 3 is an install where she gets P4A Aigis machine gun, and she gets shots reminiscent of nuclear gatling blast from the game.

1661982714378.png
 
I think it would be really nice if her collision on dash was a bit lower

doesn't have to be hurtboxes but i'm unable to get dash under on shockbullets from this height and i feel like that would be so nice for her reset game so shock bullet left rights weren't 400 miles in the air, and dash under>go high was viable

if anyone has consistent setups for lower to ground shock bullets let me know, this is off empower 5hp very very late 236lp
1661997291264.png
 
Last post cause this is where im gonna nerd out about how hopeful she is going forward

I genuinely dont think Dahlia needs to play like other characters. I dont think she needs a damage cash out level 1, or even one for a level 3, the way she plays is kinda reminscent of Setplay Beo, and the floodgates are open

If you wanna do double left rights you get electric ammo

Have assists, fire and need time, you use ice

If you wanna cycle hard knockdown high/lows, you use fire

She has so many options and she feels great that to access these options, she has to work for it, it feels great, and she can insta ignite barrel with certain setups. Maybe barrel should do more damage but please if she gets more things I hope they are moreso tool to use and less just something like Lady of Slaughter

Nope drew a concept for me where her level 3 is an install where she gets P4A Aigis machine gun, and she gets shots reminiscent of nuclear gatling blast from the game.

View attachment 16552

tumblr_mmf9422nEc1s4c693o1_1280.png


Speaking attachments. a little sad we dont see the chainsaw, harpoon or flamethrower...

the elemental bullets imo are some of the most creative/interesting additions in a long long time. But gotta admit i really wanna see at least one of these. We're waiting on 1 trap/trick special am i right? Well either way, just throwing it out there. if harpoons gone, doily being an (admittedly slow) low/non-damage high-stun move allowing to teleport & continue combo in the same moment to continue the combo picks up the slack.

- The ability to load bullets additively to dahlias empty champer (You dont magdump when you reload)
- The ability to call upon RNG bullets on demand instead of having to go through two Red Bullets
- The ability to load 1 bullet a time if necessary (especially from reload super, i want BM endings where I load one piece of buckshot as a finisher)
- The ability to spin the chamber or cycle my rounds
- Active reload should be reworked. It feels bad that your punished for not hitting the active reload. I think the reward for mechanical skill should be a reward, but there shouldn't be a punishment for not hitting it. Even in Uniclr(st) Eltnum gets cool elephant rounds when she hits an active reload ALONGSIDE faster recovery

p.s. a solid reload kit is definitely needed if they nixed attachments :p
 
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Can hitting the barrel into people do more damage pls
 
Can hitting the barrel into people do more damage pls
Amen brother

Also one other thing about barrel is that the height of the initial luanch is kinda low. It leads to awkward scenarios where I want to end with barrel and I can't get anything of it because 2hp will ignite the barrel but also hit the opponet triggering ips. Can we make barrels intial launch height higher and maybe 2hp a lil faster so we can use barrel at the end of combos more effectively?

Now some random dhalia thoughts I've had for a bit
-Can we increase the size of 5mk hitboxes below the leg because right now it feels a little too skinny and annoying to try and combo with
-Does anyone else hate the super reload input? It feels kind of uninituitve to me because the reload inpu is qcb + p but the super input is 22 pp. It makes no sense to me and breaks the norm for super inputs in this game for no reason (and is an annoying input imo).
-Please make dhalia's resourced moves better. Telport sucks and nades going away on hit is annoyig to say the least. If i'm going to spend a resource at the very least make the tool I get for spending the resource on par with or better than the pre-exsisting versions of those same things (peacock bombs and tp)
-Can we make railgun launch higher so fullscreen conversions of railgun into barrel are possible (" make the tool I get for spending the resource on par with or better than the pre-exsisting versions of those same things")
-Can empower get a little better scaling. Why does it have worse scaling than command grabs?

I don't have anything else to say about the character rn that other people haven't already said better than I could. The big thing I want changed is making dhalia's resources better so they have a reason for being a resource.
 
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Can hitting the barrel into people do more damage pls
Can we make barrels intial launch height higher and maybe 2hp a lil faster so we can use barrel at the end of combos more effectively?
Other than the initial hit that I think should do more, I don't know if I want barrel specifically to do more damage since it's very likely that her final lv1 will have that cash-out function. Also that being said, the only real use for barrel right now seems to be converting off throw, everything else is too unreliable or you just have better/cheaper options to do the same thing.

I was thinking one simple option you could have would be to kick the barrel 3 different distances with KK combinations (LKMK close, LKHK medium and MKHK far), that could help a bit with dhc synergies and give you more options for follow-ups. It might still need some extra functionality even if that gets added, but I think it would be a cool feature.

-Can we increase the size of 5mk hitboxes below the leg because right now it feels a little too skinny and annoying to try and combo with
Yes pls. The previous version was SO much nicer to combo with (both 5mk and 2lk), and having some more otg hitboxes on this button would also be really really nice. 5mp going a bit lower would be nice too but it already reaches pretty high so it would be fine if it stays the same. It just gets annoying otging with dahlia from a bit farther because of the start-up on her dash.

-Does anyone else hate the super reload input? It feels kind of uninituitve to me because the reload inpu is qcb + p but the super input is 22 pp. It makes no sense to me and breaks the norm for super inputs in this game for no reason (and is an annoying input imo).
I don't mind the 22 input but that being the super while the normal version is a 214 is definitely weird, hence my previous empowered 22 reload suggestion.

-Please make dhalia's resourced moves better. Telport sucks and nades going away on hit is annoyig to say the least. If i'm going to spend a resource at the very least make the tool I get for spending the resource on par with or better than the pre-exsisting versions of those same things (peacock bombs and tp)
Absolutely. Also canceling shot into teleport when.

-Can we make railgun launch higher so fullscreen conversions of railgun into barrel are possible (" make the tool I get for spending the resource on par with or better than the pre-exsisting versions of those same things")
Fullscreen confirms would be sick and very on brand with dahlia, but if I just get laser > otg laser > lv1/lv3 I'm good. Also the hitbox should definitely reach a bit farther down, not being able to do otg laser consistently is very annoying.

-Can empower get a little better scaling. Why does it have worse scaling than command grabs?
If you just use an assist to compare it as if its empower but without any extra scaling you only get about 200 more damage on a full 2lk bnb (6088 x 5858, same combo would do 5078 with current empower). Sure, being a hitgrab that converts 5hp and its only -5 on block is great, but it could definitely stand to not ruin any follow-ups after it. Also, PLEASE make it leave the opponent a bit closer after it hits. There's like 4 or 5 characters where you can't do jab after empower because they lean back in their hitstun animations and 5lp being the incredible button that it is will just whiff completely...
 
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By hit the barrel, i meant AFTER the initial super->kick

You should be rewarded for doing a sick ass combo and hitting the barrel into someone 5 times
 
Okay, posting this in here at Liam's request! I had an idea for some modifications to Dahlia's M and H reloads, specifically the number and distribution of her special (non-red) rounds. I am proposing that both reloads be modified to give Dahlia three normal red rounds and three randomized special rounds. The Medium Reload would place the three special rounds at the front of the chamber, while the Heavy Reload would place them at the back of the chamber.

ShittyReloadSketch.jpg


The dots are red rounds while S1 and S2 are each a different type of special round. Important note: when it says S1 on multiple bullets, both of those bullets are the same type of special bullet. For those who cannot read the image the arrangement is as follows:

M Reload:
1) Special Round 1
2) Special Round 1
3) Special Round 2
4) Normal
5) Normal
6) Normal

H Reload:
1) Normal
2) Normal
3) Normal
4) Special Round 1
5) Special Round 1
6) Special Round 2

Basically, M-Reload front-loads a bunch of special rounds for neutral, and leaves a handful of red rounds for use mid-combo afterwards. H-Reload does the opposite, giving you a bunch of red rounds for neutral while leaving the special rounds to use in combos.
 
Hi, Sorry don't really post alot in here and kinda sad that alot of stuff in the dhalia thread on the discord didn't get looked at cause honestly there are very good forgotten opinions and Idea's in that thread, That being said, Im kinda disappointing in the current state of rng as a whole with Dhalia and Feel like its incredibly underwhelming and could use a buff. M reload in particular is pretty awful and almost never useful, It would be far more effective if M was old H and H Was either 3 shot 1-3-6 or Full 6 stack rng, 6 stack rng might be too strong, Another addition that I would love to see implemented as a juxtaposition to order up! should be a super called ( On the House) Either giving 6-8 skullseconds of replacing H reload with Full rng 6 shot or 2 stacks on h reload of 6 shot rng reload. There should be a benefit and the game should reward you for utilizing her rng mechanic as opposed to selecting her bullets.

Molitov rounds Aka Fire bullets will inevitably be a problem post release, Whether it be some characters lack of counter play or just her ability to funnel meter for easy comebacks with this, Fire effectively holds down the neutral and If done correct has very little counterplay- very akin to Morrigan Astral Vision Soul Fist stuff from umvc3, While actively very fun for the one doing it, Those on the other side of fight will see it as extremely braindead especially those that are newer, Some may even leave after as they did with MOrridoom stuff. I think a reduction of Metergain on chip for one, and maybe if thats not enough only being limited to 2 molitov fire rounds on screen will def do the trick.

Now on to Doily, In its current state its pretty bad, and I mean that in an endearing way lmfao. I can see two options for doily as it is or perhaps just a buff in general. Doily should either have invuln on startup making it a pseudo reversal option, Her not having a true reversal but one she'd need to setup makes for an interesting design space, and gives her better defensive options.

Option 2, No invuln pre teleport animation but faster recovery making it a better option for mixups, not really necessary because she already has her hard knock oki but for sure it will add an extra layer to her game and allow for mixups if we decide her hard knock is too strong in the for some reason, Pls keep it

Option 3. Secret best option

So current Doily placements is based on l m and H respectively I think this should stay the same. Its when she does l teleport after having H teleport out that I would like to change, currently if She has a doily out already and does another input of a different version of doily she just tosses out another one of a different strength,
Post tossing any version of Doily

Lets change this so that
L is the fakeout teleport (Hold to cancel/ remove doily) [[Allows for Negative edge plink doily tosses]] She can already do this in the current build.
M is the Mixup version with faster recovery
H has the invuln on startup.

Making this move multiuse would make for a great special long term and make the special a bit more coherent.

Currently Dhalia's got this nice Ying-yang, Order and chaos thing going on and I coudnt help but feel that chaos needs a little help, I honestly love this design space as well, Not sure if it was intentional but it works really well if implemented right, Chaos should always be slightly stronger than order for those that pursue that path, Due to the high variance.

As Triv stated s.lp is kinda comically bad vs any air dasher, Invuln telly would help but I still think she might need a slightly better defensive jab mayhaps mayhaps not

oh and 2mk is absolutely disgusting, Im not sure if it should stay or be changed to a mid, As a mid It would mostly likely still be disgustingly good, Atleast worth testing perhaps

I feel like Im forgetting something but If I remember Ill add it, or make another post
 
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Been labbing dahlia for a while now, and i'd like to give my feedback on her as of past install patch:

Normal Bullets (236P)

Problem:
She has to reload every so now and then to get these, so we can call them a resource. At use, they bring an air slow moving hitbox, that sounds amazing! Until you realize they go out when you're hit...
So if you were to, say, 236MP KK jMP to approach, and you get hit, your bullet wont cover you, therefore rn if you want to use it to approach you're far better doing 236MP dash_jump block on way down, wait for them to get hit by the bullet, then trying to low/high/throw, the thing is, said bullet not going that far does not make this second tactic effective.
At the end im left with using the bullets to zone/make space, and being bullets her main resource/gimmick, having them be a worse zoning tool than robo's beams / peacock's proyectiles / parasoul's tears, makes it so that you dont pick her for her zoning game, as there are far better options available in the game.

Request: Bullets not disappearing when dahlia gets hit, its a resource, if peacock has this on non-resource proyectiles dahlia could roll with it i think. This would shift Dahlia's neutral to shoot a bullet and approach knowing that the bullet might maintain her approach safe

Reload (214P~P)

Problem:
I like the idea of a reload mechanic, but by having the special bullets behind 2 normal bullets i cant reload mid-combo and go into a special bullet reset or combo string, its not that i cant do it right away, i literally cant, 2 bullets its what you spend on a combo since after the first one the knockdown isnt the same, therefore you cant really "dump" the first two bullets to do something after
Having that said the M reload makes no sense for me, if i want normal bullets i'll do 214LP, if i want special bullets i'll do 214HP, in what situation do i want special bullets but also not really? its just that that im not getting about M reload, so after the patch that came with the new bullets i mainly just use H reload.

Requests:
Give M reload a practical use, maybe loading 1 special bullet but its on the front?
Ive seen some people say things about giving H reload full RNG, i love the idea, i dont think it'll be broken, but i can think why it wouldnt be added based on the fact that you could say it'd be a meterless install, but RNG. Still love the idea and would love for it be added!

Onslaught (KK)

Problem:
This is supposed to be her unique movement tool, different to air dashes, so its not intended to work as an airdash from what i've heard.
The problem i have though is:
1) It being a special move that you cant cancel into it, therefore jHK conversions get really hard, so do IOHs
2) It not having a backwards version, Dahlia feels like a midrange character, her unique movement tool not allowing her to make distance really makes me struggle at neutral rn, and i feel like 4KK j236MP/jHK would improve her neutral tremendously
3) Not being able to block after doing KK. This part specifically makes it officially worse than an air dash, im locked into attacking after KK, meaning if i approach with it the enemy can ALWAYS do DP and will ALWAYS hit, so basically i cant use KK to approach... so its a combo tool now, but then again you cant cancel into it, so its a really really specific combo tool, just for conversions too cause it doesnt do damage...

Requests:
Im not gonna request what i said was a problem, i feel like she having an unique movement tool is amazing and should be focused to not being an airdash, therefore i request the following:
1) j236P Doesnt stop your KK momentum, you could approach with KK while throwing a proyectile, this would also enhance her combo damage
2) Give her 3 (LK/MK, MK/HKM, LK/HK) versions of it with different angles, including one of the air ones being 45 degree down, you could do jHK KK down, dash 2LK to convert with this, or KK down dash 5HP 236LP/LK, it'd be terrific!
3) Let her call assists while doing KK

Tea Time (214K)

Problem:
So this is a resource-based, with slow recovery teleport, that you can fake...
In all honesty i started using it to make my blockstrings safe, but at some point i just stopped and went with the usual just use an assist for it since sometimes the teleport would be right where we are and would not complete the only purpose i was giving it...
I cant use the teleport in combos because the recovery is too slow for me to convert with
i cant use it in neutral because i get punished with a super
i cant crossup with it using a bullet because as said before, you dont get a conversion from it, and if they hit you the bullet goes away, plus its really slow so its predictable.
Ive been really really trying to make it work in some way or another but i just have no use for it, i stopped placing it down, and using that free time to reload instead...
I feel like a teleport that you have to set up beforehand shouldnt be worse than Double's movement tool or peacock's teleport

Requests:
1) Make her teleport recovery faster mid-combo. This would allow for sick combos without it being a problem in neutral
2) Make both, doily setup and doily teleport "Air OK"
2) Or make her teleport have 3 versions:
LK - Fast startup but slow recovery
MK - Slow startup but fast recovery
HK - Slow startup and recovery but invuln frames on startup
3) Make the fake teleport explode like a manual detonation C4 trap beneath the doily and launch them in your direction, this would give her sicker combos and would make her "trap character" theme so much better, if so make it consume the doily too.
Or make it so you can spend empower (yet another resource to make this other resource-based tool worth doing yes...) to do that explosion, kind of like half teleporting, shooting and coming back or something.
4) Or Give her doily a hitbox while in the air, that would trap enemies like a fishing net, and allow you to teleport there.
5) Or, a cool thing could be to be able to KK after teleport, that would definetly make both, KK and 214K more usable

Backdash (4PP/44)

Its too slow, and cant really go into anything not even another backdash from it, apart from j236P or KK, but im talking about getting away/making space.
Im finding trouble getting away to reload, often times i'd use 2MK instead of backdash, i feel like if you could 2MK > backdash faster that could be awesome, or to make it faster in a way idk, i keep comparing it to parasoul since she has the same "fast forward dash" and a thematic of being a semi-zoner, and her backdash is wonders compared to dahlia's
I AM using it however, i love the fact that you can do j236MP after it, hit ground n' recover > 236LP, with Lightning Shot + Rail Shot you can throw an electric and get them with beam, or react if they jumped, and you do that faster than if you'd do 236LP > 236LP. So at the very least it has a good use

Fire Chip (LK Bullet spam on corner)

Problem:
Not gonna lie, i love it when im the one doing it... not so much when im being done tho...
Currently, it does 4200 CHIP damage after 6 fire bullets had been blocked... cant get out even push blocking, i feel like too many people have said something about this anyways but it'd be wrong if i wouldnt too i think

Requests:
I dont really think it should be GONE gone, but i'd ask for it to have less chip damage, and/or meter gain on-block.
A cool way to balance this while not really being a nerf to a character with already a lot of things going on, would be to make it so that if you shoot a fire bullet and it lands on a fire pit, the fire pit explodes into a tall flame that launches on hit, pushes on block. Could make for interesting setups with it, and it would fix the fire chip, giving the oponent a gap to jump out after blocking it

Stage Hazard or "Barrel" (236KK)

Problem:
Doesnt do the damage of a decent damage super, even worse when at the corner.
Cant use it at the end of a combo for extra damage.
So therefore it must be a combo tool... right? But it scales a friggin LOT your combos!
Even using it at before the last string on a combo isnt that much big of a deal since as the first thing i said, it does too little damage!
I personally just use it for ground throw conversions, it allows me to convert and not even use OTG, amazing. But i cant go into a cool barrel combo after it... i have to forget about it and go into a normal combo into 2HP ender, or if i reset then just forget about the 1 bar i used to convert, which isnt that bad when you bring in the argument that robo has to do the same to convert off of throw, but still, thats its only use...

I feel like if its not a damage super, or a combo tool, it should be a neutral tool.

Requests:
Let her decide the length of the barrel, with it rolling at the same speed for the three, just like SBO with LK/MK, MK/HK, LK/HK. That would allow for a sick combo off of a throw, and for sick DHCs too!
And as for the DHC thing, make it so that the barrel doesnt explode from more than 5 hits till the end of a super, so you could convert with SSJ, CSF or Robo Beam super

Final thoughts:
I wont lie, i love her concept, i love the fact that you can have 60 different setups based on bullet sequence, position on stage and resources available. im loving 2MK, jMP, jHK, Empower, heck! even though i talked down on normal bullets im loving that mechanic too!
I feel like this is one of the most unique characters in fighting games, and i want to main her, even if these things dont get adressed i will add her to my team. But as for now, the only really astonishing thing she brings to a team is her fire chip oki. i just do a ms fortune/parasoul combo into CSF or Sniper Shot and call in dahlia with an install DHC all fire bullets, 5,460 "free" chip damage (at x1.3). Her install was an amazing idea, its one heck of a super! i can change my playstyle by what bullet i choose depending on what i need, while also getting empowered, really good.

Hope this feedback helps!
 
Not directed to any particular post, but something coming to mind a bit lately. Maybe it's moreso directed to devs, at this point just talking w/Dahlia as focus.

When it comes to 'might be too strong'...keeping moves purposefully weaker is the main reason half the things we talk about...we're still talking about today. For nearly over half the cast. Granted it was a different time and smaller cast but we've played enough to see what works & doesnt. I really dont like that phrase being such a common goto. It's almost like suggesting something cool & interesting is off the table if it's a little or just plain good. Even all her frame data shaved would simply feel baseline vs overdone. Whether it was shaving annie's s.mp, elizas s.hp/hk or other moves here & there...no one's made threads about them being OD.

peacock has invuln teleport *and* faster recovery...without setting up anything. and even gets a bomb w/one. I dont think teleport being to strong after having to set it up in the first place is an issue. whatever it is, long as it's straightforward. I cant repeat enough...the doily is on the ground completely telling where shes gonna pop up. testament in strive recovers around 30. That's almost twice as fast as peacock. Reaction-wise im slightly better than average most the time. Ive had zero issues & never have felt upset when ive gotten hit. We're talking a half a second & a big visual shift. That's more than enough. Mind you his startup is a bit longer so take that how you will, but this isnt an area to be conservative with a move you have to setup each time. Just saying. As for 2mk, it's her only escape (and trap so far) besides teleport. Low is fine.

common thread we've been seeing for the past year is how many moves just plain dont feel great effectively &/or to use. Strive for the most part makes moves feel GREAT -- and they go out of their way so you keep coming back to certain moves/characters. Of course certain moves will be more lacking but the idea is having those breakout specials that really makeup for it. Guts/health values make it easier to do so, but SG can as well with scaling, damage, recoverable health & meter gain. Seriously. Dead horse; throne, tremolo, hatred guard, odd reload patterns are easy examples. If a move is good, make it be a most recoverable damage or cut meter gain. Debating a move is useful isnt predicated on the fact is CAN be used in a situation, but whether it's a better alternative to another in diverse scenarios. If it's not most the time, then the move needs help. Niche is fine, but slow & niche? not so much.

fire bullet setups & assists i think picked up a LOT of slack tbh w/Dahlia, but still...on her own offense when shot is blocked normally, its' still -2. SF (i believe) simply 2lp'd in response & got his turn back very simply. If anything that's the most egregious problem and im surprised no one else has mentioned it. Maybe people are ignoring it because of assists or dahlia on dahlia play where no one can take turns back, but this isnt a small thing in the slightest. Her frame data needs a tuneup. Across the board. Like before robo & peacock, dedicated zoners dont have even remotely that problem. Even Eliza who has not-that-great block strings is better.

p.s. maybe set a precedent for fire bullet chip leave recoverable health
 
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I've been playing a lot of Dahlia recently and I have some things to note and/or suggest and add to my last post.
Before you starting reading, there's two things:
1. English is not my native language, so please forgive some spell errors
2. There’s a LOT of text, I mean, a lot, get ready

She's tall, her fastest ground normal has a stubby range and she has no reversals ( sure, you can use barrel to force some skuggs moments but it's not a real reversal), her doily teleport is something that need a lot of tuning and you really need to set it up before teleporting, making even more predictable than Peacock's badaboom.
She also cannot use any other shot than fire shot to cover her approach, since they instantly disappear if she gets hit.
So my suggestion here is: Make Dahlia even more dangerous at mid range.
Suggestion 1: All her shots will stick a few frames (something like 5 frames) if she got hit
Suggestion 2: Only fire and standard shots will stay if she got hit
Suggestion 3: All her shots will not disappear if she got hit by a projectile
On the other hand, her movement feel restricted? Idk how to put that but you took so much time to DASH and your backdash is only cancellable into specials, aka Order Up.
My suggestion here is to speed up a little of her dashes and make her backdash not completely locked to Order Up.
Her assault is okay, I wish I could block after some frames, I hate getting clapped by Double’s car in middle of assault.
Her normals are something strange, her sLK is a totally combo filler and sMK cannot be chained except from one normal and her sLP needs more love.
Of course, her jab is super disjointed, can chain into self and leads to cool confirms, but whiffing against some hitstun hurtboxes and crouched characters makes me never use this button again.
sMK also was a good normal until the last nerf. The button moves Dahlia forward by a lot and I can understand it could be dangerous to give her such a good tool, but now you cannot even contest space against some midrange specialists, the damage is also something close to pathetic for some "hard hit button".
I would love to see some adjustments for:
sLP actually having a hitbox under Dahlia's arm, please don't create another Eliza's sLP
sMP should be able to hit OTG consistently and restand you for Dahlia confirms.
cLP more range for her main poke, this button can be disjointed as well.s
cLK please revert the hitstun change, somehow I'm losing so many hit confirms if I try to cLK > sMP, it's not even funny.
sMK better usability overall, better to pick up from OTG, faster startup, better hitboxes. (And I think her sMK should be faster in terms of hitstop).
sHP I really miss the link sHP > Barrel otgless, it’s not a big deal but I used for happy birthday corner carry
jHP Her jHP has so much recovery (IMO) and I don’t understand why her j[HP] is a mid.
jHK conversions is locked under assault and jL Order Up, or having assists
Oh yeah, and please make some buffers more generous, for example jLK into j[HP] or empower into sLK.
First of all, I think the first barrel ROLL should have it invulnerable frames back, let her at least force some cursed interactions
Second, please give the kick and barrel roll some extra damage.
I like how you can use Barrel to beat some stuff, for example Charged Sing into SBO or Lenny, but the barrel reward is so damn low, I think you should be at least more damage if you keep hitting the barrel.
Also I love to see the distance change based on the buttons for the barrel, for example, LKMK should roll the barrel a little slightly in front of you, and LKHK should roll fullscreen.
And I don't understand why she can ignite and explode barrel with shotgun but she can't do that with electric shot
Forgot to add: The screen could shake a little less in the explosion of barrel and/or oil ignite
Her bullets
Standard bullet is a banger, yet we do not have any reason to pick it up from Last Call, I think giving some extra damage if you pick from the super should be enough, or making the explosion bigger
Shotgun is fine, damage difference for each button is not necessary IMO but whatever, I just want to do cHK > L Shotgun more easily
Beam needs more love, Umbrella and Annie can low profile with SnS and Crescent Cut, it builds no meter and leads into awkward situations, I would suggest to extend the hitboxes a little downwards for L Beam and jM Beam and give a small meter gain increase
Fire bullet is problematic, my suggestion to fix it without removing the setplay options is forcing a limit of 3 fires at same time, but increasing it damage ON HIT so she can have at least an okay reward.
Ice shot is cool, IMO I have nothing to say, I'm kinda insane to suggest this but I would love to test ice bullets actually not adding undizzy in trade of limiting the ice bullet by one per combo
Electric is also cool, and super good, my favorite, I think the meter gain on block should get a small reduction but not able to be destroyed by others projectiles
So, I don't think changing empowered moves to double tap instead pressing would fix, after playing a lot with Dahlia, I think it's better to change a little the necessary frames to hold the button to get the empowered move
I already suggest this but I think we should be able to use her empowered throw from her throw buttons instead changing and holding HP
Also, I don't know why she has such an aggressive scaling in her empower, I know it's only -5 on block but c'mon, this is too much, let it rock
I'm really curious to see what will happen to both of them, the only QoL I could ask for is: Faking the Teleport should spend the doily.
Forgot to add: Her trap is really strong and sometimes it's just hard to deal with if you combine with any strong rushdown (Filia, Fortune, Eliza), especially if is an assist.
So my suggestion here is to make it weaker for assist but stronger for point.
Make the trap hit a mid, decrease the damage penalty a little, increase damage, increase it's time on the screen and increase the cooldown.
For Dahlia, make her backflip faster if she can't spawn another trap (or just make it faster overall), so you can use cMK for movement.
And for assist, force trap to disappear 1.5x faster.
 
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I think it would be really nice if her collision on dash was a bit lower

doesn't have to be hurtboxes but i'm unable to get dash under on shockbullets from this height and i feel like that would be so nice for her reset game so shock bullet left rights weren't 400 miles in the air, and dash under>go high was viable

if anyone has consistent setups for lower to ground shock bullets let me know, this is off empower 5hp very very late 236lpView attachment 16553
YOU GET THE LOW CROSSUNDER WITH CROUCHING HEAVY PUNCH AAAAAAAAAAAAAAAAAAAAAAAA
 
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Dahlia traps are a low-only parry even when parried in the air: seems like the game first drags you down to the floor and then checks the parry direction. Since you can chickenblock them by just holding back, this seems unreasonable.

 
Man, the devs are being hush-hush for a month since the next Alpha update came out and we are waiting for what is Dahlia's lv. 3 super is and what is the name of her speakeasy-looking stage. I think it's the fact that they are diligently working on her.