Ok here is my list of things
Perhaps it is read perhaps not, but now it is here and yay
- Don't allow Downcharge moves to come out on 7/8/9-LP+LK
This is an extension to the previously somewhere in the Beta topic mentioned other priority changes (Toss > Pillar, launch 9jMP not giving M.Tearshot, etc)
I get Trigger sometimes when I go from downback to trying to Airthrow someone, of course dwi l2p etc but I figured I may as well note it
I can't really see any reason whatsoever for anyone trying to use Trigger with LP+LK, so I doubt changing this would hurt anybody
- Allow Staggershake with LP-HP instead of stick wiggle
Would be in line with BigBand Beat Extend shake yeah
Would make me less afraid that I am ruining my stick!
- No hitbox shifting during Crouch / Idle / Stagger / etc to avoid random hits/whiffs
Chars bopping up and down when standing still in neutral is cool, but I don't think this needs to change the hurtboxes of a character?
Causes a bunch of silly things, such as certain Bella strings out of Stagger only working on specific frames vs PW due to her foot hurtbox massively receding during the stagger animation,
or making it difficult to discern the range of a normal (eg Pea sLK is prone to hit at various points during a character's idle animation due to them bopping down, while whiffing at same distance due to them standing up - I have no way to tell which of the two is gonna apply in a match)
Not a big issue, but would be cool to have this consistent (I'm fine with the link never working; I just don't want to test stuff in Training Mode and go "yay this works" and then try it in matches and it doesn't)
- Allow Assist Calls during the first frame (or first two frames? w/e) of a special
This has two advantages:
1) Slightly lowered execution barrier for people who don't use Macros (much easier to actually get out that Special Move + Assist)
2) If you're good, this allows you to call assists with any special! Eg Fukua could intentionally input QCF-HK~MP to get Drill+Assist, which currently is impossible (as QCF-HK+MP will be M.Dart+Assist)
This has two disadvantages (as far as I can see at least, as always I may be missing a thing~)
1) the advantage #2 only applies to people who aren't using Macros, so this is a bit mean for people who rely on them (eg due to using Pad)
2) If you screw up really badly, you are now hurt worse (eg Peacock wants M.George+Assist, fucks up the input and gets H.Bang instead - old: she now dies; new: she now gets happy birthday'd)
I think the benefits outweigh the losses?
- Bring back KK Dash/Pushblock
The given argument for removing it again was "Everyone I asked either didn't care or didn't like it" (or I think that was it, at least?)
I don't know who Mike asked, but for me it is the opposite - everyone *I* asked either didn't care or liked it a lot.
It helps with a bunch of basic things (Peacock IADs while holding M.SoID, IAD jMP when one doesn't like to doubletap buttons),
is obviously fully unexplored due to people being used to PP dash and not really exploring KK one but was still noted as useful by a bunch of people,
equalizes Kick and Punch supers as reversals (without KK Dash, you can mash KK supers during blockstun nilly willy; while mashing PP Supers gives you pushblocks),
and has no downside that I can really see?? The only thing I caught here was that cuteZ thing but.. ugh
Even the great dekillsage noted that it helped him
http://skullgirls.com/forums/index....a-updates-discussion.407/page-126#post-232757
- Have Throws (and Fukua command grab) give the defender a bit less meter
Currently a normal throw generates 1:1 the same bar for you as for your opponent
Which, especially given the abundance of characters with a weakness to throws, characters that rely on throws as part of their mixup game, a wish for early resets (Val Throw - cLP - Throw!!), etc .. seems a bit off
One already can't do long combos out of throws without giving the opponent 2 bars (and they don't deal damage anyway due to 50% scaling), so I feel at least throw-2 hits-next mixup should give me a meter benefit
All(?) other grabs (tested MGR, DDrop, Val cmd grab, A-Train, I presume the rest stays in line) provide the attacker with a good nudge more meter than the defender; just normal throws and Fuk Cmd Grab don't.
- Gold Burst reduce Ud by half rather than putting it back to 0
Same as groundteching
Trigger burst (intentionally) into blocking/armoring it into "lol now you are stuck in the air while I get to do some free mixup and you have 0 Ud left" is a bit silly
- Reduce Timeframe until bursts become safe vs continuous hits
I really don't think it needs to be 90f - Even at 60f it is not a bait anymore but just .. ugh
Val hitting me with a burstable sHK into sHK.2 sHK.3 fullscreen push and then I get a blue burst as I try to groundtech is most definitely not an anti-mash option
- *Recently changed to* postflash reactable air supers changed to "can block if didn't do anything, can't act"
I originally thought this WAS the case :[ Like how Squigly Sing-Opera operates, or how any Super now does when you have Undizzy accumulated
Instead they just became fully postflash reactable, which mean something like Fortune's Air Super (which was never good) can also just be counter supered by (almost) everyone, so it's kinda .. bad?
This just reintroduced the DHC wars of old, where I know my opponent is gonna reset me and then yes they do!
Filia does a midair jHK crossup thingie and I super it and then she reaction Gregors and then I reaction DHC to BFF and then he reaction DHCs to car and everything feels silly
- Move hitbox on Fukua Drill a bit downward
Nudge nudge BRASS of all things hits Fortune's head nudge nudge it would be really cool if Fukua's H.Drill could do it too/
- Fortune cLK +1 on block
I will be hated even more than anyway, yay! Won't happen, but I thought I might as well~
I feel it is verrrrrrrry comparable to Bella cLK (almost same range, now same startup, both on chars that don't have a 2nd comboable low and need to cLK,cLK to catch upback for damage, both go into (almost) any string on max-distance hit, both sit on chars with other good mixup options (be that IAD jLK or j2MP/jHP/MGR), etc)
The 2nd comboable low thing really is my big gripe; where almost every other char* can stagger something like cLK cMK and catch people upbacking easily, Fortune and Bella have to cLK,cLK - which for Fortune went from a 4f gap (+3 on block, 7f startup) to an 8f one (+0 on block, 8f startup)
Bella's cLK for comparison sake is +6(!) on block - and yeah Fortune's has +1f advantage on hit, and is on a faster character so she has a much easier getting into the range, and has a 1f faster jab that is really really good in general, but I still feel this is too big a step (a bonus note being headless, which doesn't have access to gdlk sHP and sits on a slower IAD jLK)
*Band can't - his cLK is +5 on block; but in general not really comparable to Fortune/Bella so I didn't mention him
E: I originally decided to omit this due to "art work", but I am not sure if it is, and I presume it doesn't hurt to add.. if it doesn't happen it doesn't happen!:
- Grey out the Mini Portraits of dead characters (the small rectangles next to lifebar)
For one that would look cooler (heh), for two that would help with telling who is actually alive and who isn't
I had some cases where either player had a char on extremely low life (say, 20HP) and then tagged/DHCd it out
.. and then I kinda forgot the character was even alive anymore, due to the life bar essentially being empty.
If I could glance at the portraits and see one greyed out portrait and one that is still in full colour, it'd be clear which of my chars are still alive, no matter their remaining HP