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How would you buff any character to top 1?

Sg Hen

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I'm interested in seeing what people think the gap between characters is without just saying where they think characters are on a tier list. Hopefully this might be an interesting way of contextualizing it.
Make a list of buffs for a character that you think would make that character the best in the game. This is just a hypothetical and the buffs posted aren't actually being asked for.
me first
Squigly buffs:
This change is mostly for the match up vs zoners where you generally have to pay a significant amount of health in order to get your first charge. Making it a bit faster would probably be enough to fend off any difficulty squig has in the match up. It also means that in match ups where squig is happy to reset to neutral it becomes very hard to rush her down before she has charge again, trying to swing at a squig that's already started charging from half screen or further is currently pretty tough for a decent amount of the cast and 5 less frames would probably be enough to skew some match ups.

Adds ~500 damage to sing daisy combos or can save 50-70 UD on the next reset(medium>heavy>stancel/special). Since squig can get charge back off daisy (easily since it's 5f faster in this hypothetical too) and sing daisy resets drain undizzy she could pretty much just loop into another sing daisy as long as she has meter.

6f characters would essentially be in a low/throw situation since throw now beats any normal they press with SBO already set up for the conversion and jumping to avoid the throw means they can get clipped low. +2 is a big change, making it more plus would obviously make the situation even worse for the opponent but I think it would be unnecessary, even making it -1/+0 so it's always safe on block might be enough to push it over considering squig can pushblock you into SBO if she blocks you but for the purposes of ensuring the changes would make her the best +2 is where I think the cut off is.

This would make divekick better on block in general going from +11 at best to +15 but more importantly it would make them better on block vs opponents in the air. Divekicks from way above your opponent in the air would remain quite negative going from -16~-12 to -12~-8, divekicks from about the same height would become safe from -7~-5 to -3~-1, and divekicks done when squigly is below the opponent in the air would become slightly plus from -3~+0 to +1~+4. Divekick is already a great move and just toning down the weakness it does have would probably push it over the top
 
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Patch Build Id 215126

Welcome to the Parasoul Update where we're experimenting with the new turbo changes. Changes are as followed

-Tear Shots of any kind now stay on screen when Parasoul is hit. They leave if you snap her

-Parasoul now keeps her momentum from elevated j.mk napalm boosts during specials, meaning she can juggle herself in the air more effectively

-Parasoul can now cancel the recovery of Egret Dive into a jump or a dash

-Egret Cancel recovery decreased by 3 frames

-Sniper Shot can now be held, but drains Parasouls meter while doing so. Mechanical Logic similar to Fukua (Uses Punches)
 
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Eliza Experimentation Experience
She's already really good post-hit, so focusing on making her more unique aspects a bigger part of her gameplay to open up her options. Buffs to normals to make her feel more like a midrange character. Summons to strengthen the "bait-and-switch". DHC options that aren't awful. Better defense.

- Eliza can now hold Throne, Horus, and Albus ALA Fukua summons. She can release them at any time aside from block and hitstun. Drains health over time.
Make summons a more important part of her kit that she can utilize in pressure, defense, and even in neutral. Throne is now something you can chase behind or actually incorporate into your combos. Albus is more unpredictable. Bird Insurance rates are higher but come with better benefits.

- j.MK and j.HK hurtbox now appears on the same frame as the hitbox, instead of before.
j.MK having this would be broken. j.HK at least doesn't give her a combo at any point on the screen, but would make for a great wall for the "midrange" character when you're forced to approach her.

- Now possible to DHC into Crimson Scourge, and DHC'ing out of Crimson Scourge now crumples the opponent.
Better DHC options.

- New Level 2 super: Blood Circulation. Collects any blood on the stage and circulates it around Eliza as a physical barrier. This blood does not heal her. Duration dependent on how much blood is collected, goes away quicker once it comes into contact with the opponent or projectiles. Can be used as Sekhmet as well.
It's Vergil Spiral Swords. Incorporates blood more into her gameplay, new DHC catheads if a Sekhmet assist leaves blood, blocked DP into Spiral Swords, though still PBGC-able if you're quick and have an invuln move. Makes Sekhmet more of a threat at the cost of meter and giving up healing.

- Eliza's sprite shrunken down X%. She's getting older and hunching over a bit.
No more getting instant overheaded by the cats and having to block every single projectile on the screen because she's so tall.

- Sekhmet's Turn now has strike invulnerability on startup.
Top 1. Imagine trying to air reset her and not going for throw every time.
 
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-Parasoul now keeps her momentum from elevated j.mk napalm boosts during specials, meaning she can juggle herself in the air more effectively
this is an interesting change and not one I would have thought of. If you could do more than 1 napalm toss per jump then this would definitely be a top 1 buff.
-Parasoul can now cancel the recovery of Egret Dive into a jump or a dash

-Egret Cancel recovery decreased by 3 frames
Egret dive would just always be better than Egret call here I think since jump and dash can both be canceled into pretty much anything you want basically turning it into a 6f cancel. Not that it would be a problem since characters can still be top 1 while having redundant moves but I don't think she would even need the buff on Egret Call.
- Sekhmet's Turn now has strike invulnerability on startup.
This is an extremely top 1 buff, do you think if she got a weaker buff with the same flavour it would still be enough to make her top 1 or do you think that the gap between her and the best is enough that she would need something this big? I don't play Eliza so obviously I don't have the insight to say but even giving it just 1 hit of armour seems like it would still give her top tier defence.

Thanks to both of you for the responses reading through the buffs and thinking about what the impact would be does help to see where other people think the power level of the cast is I think.
 
This is an extremely top 1 buff, do you think if she got a weaker buff with the same flavour it would still be enough to make her top 1 or do you think that the gap between her and the best is enough that she would need something this big? I don't play Eliza so obviously I don't have the insight to say but even giving it just 1 hit of armour seems like it would still give her top tier defence.
One hit of armor would still be dummy strong I imagine. Air resetting her would still have to choose between scaling option 1 (throwing) or scaling option 2 (multi-hit move). And doing that instead of strike invuln would let her "gamble" more easily in neutral against say, entering Robo's airspace and she tries to air M Beam to keep you out.
 
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Fix valentines air bypass to hit more consistently. Bring back the 3 poison loads vial counter dhc. Add a feature that lets you use dhc counter when no vial is loaded. Change orange vial for meter drain vial. (Just wanna say I love this thread, it's so much more positive as of now then the other one with consistently arguing)
 
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Give Annie a few frames of projectile invincibility when starting up North Knuckle. Completely unnecessary, but damn would it be fun. Oh, and bring back 1 bar cost for her install super lmao
 
Disclaimer: I don't play Beowulf and don't have the full picture of what he /needs/, but I kinda like doing this.

Transfers the "resource character" part of Beowulf from his Taunt to a super, making him more independent in Hype gain, while also getting some utility for spending it. The goal is to make his neutral less linear and his approaches harder to stop with Hype, while also giving him more ways to deal with push-pushblock scenarios. Additionally, aiming to turn Hype from primarily a combo damage/knockdown resource and spreading out its usage. Beowulf becomes less scary if you don't spend meter on him, but (potentially) more ignorant in neutral and less reliant on specific assists (or assists in general) if you do spend meter.

Pretend that there is a Hype Bar on the UI so you can actually keep track of all this.

The crowd goes absolutely stupid, empowering Beowulf with passive and multiplied Hype gain for X seconds. The amount of Hype levels consumed when activating the super both increase the duration, as well as the rate of passive Hype gain and the multiplier of the usual sources of Hype gain. Using EX versions of moves eat away Y seconds from the timer. Wulfamania costs 2 bars of super meter while Aroo Ready is active.

Make Beowulf less reliant on assists that let him Taunt mid-combo and still achieve high damage, and instead just lets him get similar effects by spending bar. Passive Hype gain along with a boosted 5LP lets him use EX Blitzer and EX Take A Seat more in neutral, and multiplied Hype gain gives him even more access to his EX grab finishers if he lands a hit and you route for it, making him even more snowbally as he can spend another bar to do it all again.

Easier to get his chair back, more reward if someone gets clipped. Opponent now has to be wary of where Beowulf's chair is while he's airborne, also allowing him to use it to cover his jump-ins.

Easier to get in against zoners. Extend it to all EX Blitzers for that real "potential top 1" flavor.

Throw invulnerability on this version is removed in exchange for super armor.

Another Hype option along with Blitzer -> EX Bltizer to deal with post-pushblock scenarios. So say for corner pressure after Beowulf gets pushblocked, you use EX Wulf Shoot to beat blocking and mashing at the risk of getting CH if they jump, EX Blitzer to frame trap or bait out PBGC, Airwulf if they try to jump EX Wulf Shoot.

General team building buff. Chair assists aren't ignorant enough to have needed the cooldown. Chairless assists have their uses and don't need to be locked behind the state requirement.

"All sources" includes projectiles.
Something to encourage more patient Beowulf play if you don't wish to throw your meter and Hype into bulldogging your way through neutral. Chairless gets the armored normals, chaired-on(?) gets the defensive boost.
 
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Umbrella: From """"""bottom one"""""" to top one. I find it really funny that a lot of these are just reversions, too.

Making the anti-zoner actually make zoning unplayable
-Slurp n Slide is Projectile Invuln f1 until end of active frames (!!!)
It cannot be understated how ridiculous this change is. Not only does she get a huge leg up in zoning matchups, but any stray gun, tear, or any sort of fireball/single projectile can just be slid through into a full ravenous conversion
-5HP is projectile invuln f1 until its first active frame
-Bobble Jump is projectile invuln during the hop frames
-Retina Reflector: Old hit timings, not going away on strike unless stuffed during summon, but also keeping the proj invuln startup. Oh, and also it has its Alpha input (QCF Punch -> Held Punch)

-Bobblin' Bubble reduces Umbrella's hunger by 1 pip (up from .5)
-Bobblin' Bubble no longer goes away on Strike
-Wish Maker Reversion: Half screen/Fullscreen OV distance, no longer goes away on Strike
-In addition, Wish Maker takes half amount of time to summon (similar to the Bobblin' change)
-3 Bubbles allowed on Screen at any time, no limit on type (you can have 3 bobblin's, ptooies, or WMs, or 1 of each)
-Bubbles have a far more generous buffer after another bubble (Makes neutral and SQRT setups far easier)

-Hungern Rush Reversion: Fully Invuln Startup
-Salt Grinder/Tongue Twister Damage, including chomps on assist, increased to pre-nerf values.
-Dash speed considerably increased.
 
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Disclaimer: I don't play Beowulf and don't have the full picture of what he /needs/, but I kinda like doing this.

Transfers the "resource character" part of Beowulf from his Taunt to a super, making him more independent in Hype gain, while also getting some utility for spending it. The goal is to make his neutral less linear and his approaches harder to stop with Hype, while also giving him more ways to deal with push-pushblock scenarios. Additionally, aiming to turn Hype from primarily a combo damage/knockdown resource and spreading out its usage. Beowulf becomes less scary if you don't spend meter on him, but (potentially) more ignorant in neutral and less reliant on specific assists (or assists in general) if you do spend meter.

Pretend that there is a Hype Bar on the UI so you can actually keep track of all this.

The crowd goes absolutely stupid, empowering Beowulf with passive and multiplied Hype gain for X seconds. The amount of Hype levels consumed when activating the super both increase the duration, as well as the rate of passive Hype gain and the multiplier of the usual sources of Hype gain. Using EX versions of moves eat away Y seconds from the timer. Wulfamania costs 2 bars of super meter while Aroo Ready is active.

Make Beowulf less reliant on assists that let him Taunt mid-combo and still achieve high damage, and instead just lets him get similar effects by spending bar. Passive Hype gain along with a boosted 5LP lets him use EX Blitzer and EX Take A Seat more in neutral, and multiplied Hype gain gives him even more access to his EX grab finishers if he lands a hit and you route for it, making him even more snowbally as he can spend another bar to do it all again.

Easier to get his chair back, more reward if someone gets clipped. Opponent now has to be wary of where Beowulf's chair is while he's airborne, also allowing him to use it to cover his jump-ins.

Easier to get in against zoners. Extend it to all EX Blitzers for that real "potential top 1" flavor.

Throw invulnerability on this version is removed in exchange for super armor.

Another Hype option along with Blitzer -> EX Bltizer to deal with post-pushblock scenarios. So say for corner pressure after Beowulf gets pushblocked, you use EX Wulf Shoot to beat blocking and mashing at the risk of getting CH if they jump, EX Blitzer to frame trap or bait out PBGC, Airwulf if they try to jump EX Wulf Shoot.

General team building buff. Chair assists aren't ignorant enough to have needed the cooldown. Chairless assists have their uses and don't need to be locked behind the state requirement.

"All sources" includes projectiles.
Something to encourage more patient Beowulf play if you don't wish to throw your meter and Hype into bulldogging your way through neutral. Chairless gets the armored normals, chaired-on(?) gets the defensive boost.
Beowulf's hype usage should also be extended to his hurting hurl series and the remaining grab stance actions not enhanced by hype.

L hurting hurl: chair is tossed full screen on the ground, destroying any grounded projectiles (doesn't lose hitbox during these collisions but will have non-EX H hurl's cooldown. If it doesn't collide with projectiles, it will have its normal counterpart's cooldown instead) while Beowulf gets projectile invul. until the recovery. Allows one more OTG and grab stance state per combo once per use (only if OTG and grab stance have been used already, it won't work if they have not been used already). Costs 1 hype.

M hurting hurl: chair tracks the opponent after a more delayed phase in the air (will have non-EX L hurl's cooldown) while Beowulf gets throw invul. until the recovery. Will knock down against grounded opponents, ground bounce against aerial opponents, and increase blockstun by +4. Costs 2 hype.

H hurting hurl: beowulf gets full invul. until the recovery while the chair will land next to Beowulf, having zero cooldown. It will knock opponents upwards long enough for a combo for its rising portion but will be +18 on hit and +9 on block for its descent portion. Costs 3 hype.

Grab stance: EX headbutt uses wulfamania's headbutts. Multiplies it's meter gain by 3 and and keeps Beowulf in grab stance without automatic throw techs. If used as the final enhanced ender, it will apply hitstop used against assists before putting the opponent in a knockdown.
EX knee is mostly the same as EX headbutt. It's damage also multiplies by 3 and removes 50% recoverable health by half the damage. It will also apply hitstop to the opponent before being wall bounced if it used as the last the final enhanced ender.
Both can't be EX'ed again (unless in wulfamania) but still act as extenders.

PS: EX hurting hurls can be done by pressing their respective button strength twice. EX headbutt and knee can be done by pressing PP/KK by themselves whilst in grab stance.
 
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