- Please add the air H Bypass fix back in. It fixed Val's biggest QoL issue and felt really good. H Bypass whiffing often leaves you in a situation where you are HCH punishable (or at least easily jab punishable) so you often just die if it doesn't spawn the hitbox. I don't think it should lead to any new routes that give better damage than her current optimal stuff and even if it did, the increase would likely be minimal.
- Delay when Val changes the direction she’s facing till the end of the super/DHC cancellable portion of ground H Bypass and blocked/whiffed EKG: I’ve gotten EKG simply failing to come out and Scalpels where I wanted lvl 3 quite a lot due to Val changing the direction she’s facing during H Bypass. Similar for blocked/whiffed EKG into safe DHC, often I get the wrong DHC or it just doesn't come out cus Val turns around so quickly. Dunno if it happens to other people but seems like a simple QoL change.
- Increase ground H Bypass’ range very slightly: Ending ground string into sHKx3 H Bypass sometimes whiffs when done midscreen vs certain light characters. Increasing the range slightly would fix this and shouldn’t have much of a balance impact since it’s never used while point outside of combos and the assist already reaches fullscreen. This can be seen by doing the standard midscreen combo starting with your back to the corner vs Fortune (remove the dash before sLP).
- There are a couple of strange counter situations. One is that if you counter the opponent on the same frame that they hit your assist then the counter comes out but the opponent isn't frozen, forcing you to block and hitting your assist.
- Would be nice if countervenom placed the opponent in a standard position. You don't get much time to judge if the opponent is in a position where you can crHP after CV a jump-in which makes converting weird sometimes.
- Could Acquisitive Prescription (counter w/o vial loaded) please revert Sekhmet back to Eliza if you hit her out of the counter freeze state? The same way it gets rid of armour and brings Double back when you counter Car. Otherwise you're forced to use OTG immediately on a sweep punish (used to be you had to throw/snap Sekhmet).
- H Bypass crHP TK L Bypass AD jHP sometimes crosses up on Parasoul in the corner (this is likely more to do with Para hurtboxes than Val I'd guess).
- This probably counts as more a bugfix than QoL but this should maybe be removed (do a throw/hitgrab during counter's startup and scaling is at a higher value leading to massive damage). These same properties apply to Annie's taunt counter so I guess this is intentional? It seems weird/unnecessary to me but if it is intentional then that's ok, I don't think it's a huge deal either way.
- Extend DHC window on ground scalpels. This window feels overly small, I've resorted to basically mashing my DHC input now because I don't trust the window.
- Extend the hitbox of crMK(2) slightly so that the second hit no longer whiffs when done at max range.
- Could the hitstun of jHK(1) be extended slightly so that L and M Bypass combo off it? In some combos, vs certain characters, the first hit of jHK can connect when you weren't expecting it to (eg crHP jHP H Bypass delay jHK M Bypass usually only has 1 hit of jHK but vs Band and a couple others both hits can happen) so having a bypass that will always convert off of either hit would be nice. jHK(1) H Bypass should still uncombo for the easy double snap though.
- Could the hitbox on the 2nd hit of jMK be extended upwards slightly close to Val's body (not at the edge of the move, just towards Val's centre)? Sometimes the 2nd hit of jMK will whiff if the first hit makes contact high up.
- I'm not super fond of this idea but if people want to fix the "Val is blind" problem of crHP whiffing through opponents then the collision box could be extended upwards during its startup. This would remove a couple kinda gimmicky resets but it'd probably resolve the issue (those said people could also just learn to put a button like sLK or sMK in front of crHP instead but eh).