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Quality of Life Changes Suggestion Thread

oddberry

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sorry just thought my invincible reversal working should be considered quality of life
 

Triviality

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Can we get a slight increase in Peacock's c.MP, or even make it two hits so that both hits vacuum? First hit pulling out the arm, second hit the eyes coming out. Or even halfway through the eye animation being 1 hit and then the second when they are fully out.

Or even item drop vacuuming SLIGHTLY more when it combos.
I'd like you to post a video of the context that inspired this suggestion, im having trouble picturing situations for this
 

DoubleOrNothing

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I'd like you to post a video of the context that inspired this suggestion, im having trouble picturing situations for this
Sorry for taking a while, but before I do a recording lemme try again.

so the situation is iad j.MP from near max range
c.MP, c.MK, c.HP, s.HK, Item drop, essentially a basic conversion.
What I've recently learned is to do microdash j.MK into j.HK I have to eliminate c.HP

It really just seems that Peacock needs to buy an engagement ring for her combos with c.HP countering the vacuum of c.MP, c.MK, and just do
c.MP, c.MK, s.HK, item drop instead. Makes no sense just how it feels like Peacock's combos are more difficult, "just cuz'.
 

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If fortune is using any of her head off hp buttons for her assist can she act immediately out of alpha counter instead of having to wait a bit for her to be able to move? it would be a really fun option to have.
 

CaioLugon

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Bella's airthrow has this tendency to miss in situations where it REALLY feels and looks like it should. Idk what could be done about it without just straight up buffing it, but it's very very frustrating.

1367f731b2.jpg
 
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my eyes just bled
 

Nuuance

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kind of bleeds over into features category but fits QoL

Unfortunately missed last chance qualifier, it happens. usually stay off twitter to avoid getting distracted & couldve looked there so thats me but just as well we have this cool feed in game & an official discord but (tmk) wasnt brought up in a formal capacity on either... Overall was really surprised the in-game feed didnt bring it up at all when all the others were. its a great feature so people dont have to repeatedly look elsewhere for info. Even minor tourneys were listed. After putting in so much time to stay fresh it's disheartening not finishing the last sgc of the series. For the future can that please be more consistent in-game as well as discord announcements. that'd be dope.
 

BellaFeng4Eternity

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Just reduce the meter gain on Bella's command run. Other than that, I have nothing else to say about Bella so far.
 
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Can Painwheel's H pinion (and by extension I think M pinion would need to as well) go slightly further to compensate for the qcf input itself? Robo is going to move slightly forward which allows the camera to pan out when the pushback of beam is in effect.
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Basically unless you're getting L beam frame perfect or 1 frame after, it's going to whiff at any other point if your forward input lasts 2f or longer. Idk if this happens for other fullscreen-ish assists and I'm honestly too lazy to check. I'm even too lazy to check what characters this can happen on but fortune is one of them so we got one down.

I know it can just be considered a limitation of the move much like stuff like bypass doesn't go all the way but I think it's maybe fair for something that's very minutely off?

I think an 8th or even a 16th of a unit square would do a lot but idk just thought I'd mention it
 
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I also wanted to present this, I know in the early alpha I was told to "hold that" but I just really think that being 1-2 units off is an okay fix to be making to hurtboxes, and currently this is the only character you have to hold forward on meaning you have to micro walk for a frame or two and 236LK K 3 jLP 5MP is already a 6f link, holding forward 1 frame makes it a 5f link which is now harder although I think if you have to account for pw falling for 2f iirc it's actually like 3 because you have to micro walk? idk I just don't think it's a very big ask.
1648243216149.png
 

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Could bella's cMP have the hitbox reach a little bit lower? It's one of her main otg buttons but it still whiffs for no reason sometimes and you can get some crazy instances like this: https://streamable.com/nqpvzm

lmao look at pw's hurtbox what is this

65d590fd60.jpg

Pummel horse also just leaves the opponent pretty unnecessarily far and cLK whiffs on some characters like beowulf and squigly without microdashing. I don't see a reason to not have them right in front of you at the end like when you're in the corner.
 

BellaFeng4Eternity

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Can you please also make Valentine's j.MP trigger a hitstun on hit? Also, please fix the H Bypass bug on her j.MK as well.
 
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SeaJay

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Valentine Cerebella Big Band
Could bella's cMP have the hitbox reach a little bit lower? (...)

Pummel horse also just leaves the opponent pretty unnecessarily far (...)
Yeah, either or both of these suggestions sound good. Could just do the pummel spacing thing if we didn't want to buff a button hitbox (though I don't think it would be too crazy of a buff if it was only extended downward, not horizontally)

edit: for those unaware, the pummel horse 2MP whiff happens when painwheel mashes the stagger a little bit but not optimally, and her stagger recovery animation leans back a bit. It's a bit jank

Can you please also make Valentine's j.MP trigger a hitstun on hit?
Do you mean a knockdown or something?

Also, please fix the H Bypass bug on her j.MK as well.
What bug are you referring to?

Also, make Painwheel's Fly assist grab the point character with an overhead air attack.
Not a QoL suggestion
 

Triviality

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edit: for those unaware, the pummel horse 2MP whiff happens when painwheel mashes the stagger a little bit but not optimally, and her stagger recovery animation leans back a bit. It's a bit jank
That is incredible
 

BellaFeng4Eternity

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Oh, the behavior where the hitbox just doesn't appear in some situations, I see.
Exactly. I know some Val players who would love to see it be fixed. I understand the character's schtick is that she's somewhat blind but still. Any help to her would be nice.
 

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I'm on the side that thinks PW is fine and doesn't need buffs but~
EKG into Death Crawl doesn't combo on big band, not even when EKG was done grounded.
Kinda from the same opera albeit not that severe. Don't forget to delay your DHC just a tiny bit on Band, people.
2022-04-11-1316-19.304.Still001.png
 
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aD Time

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There are 2 QoL changes I'd like to see but they're more related to accessibility rather than character changes. It would be nice to have the training mode options split into sub menus so it's easier to get to certain options since some common options require a good bit of scrolling to get to. The other option I would really appreciate is the ability to turn on instant rematch in lobbies that have more than 2 people. A lot of the time I play, it's in groups of 3 and we end up doing a ft3 before switching who plays, so going back to the lobby and choosing our team every time gets a bit tiresome.
 

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There are 2 QoL changes I'd like to see but they're more related to accessibility rather than character changes. It would be nice to have the training mode options split into sub menus so it's easier to get to certain options since some common options require a good bit of scrolling to get to. The other option I would really appreciate is the ability to turn on instant rematch in lobbies that have more than 2 people. A lot of the time I play, it's in groups of 3 and we end up doing a ft3 before switching who plays, so going back to the lobby and choosing our team every time gets a bit tiresome.
Elaborating on that, options you can assign as quick toggles to each of the 8 directions of the right analog stick -- bypass menus altogether after assigning. Or perhaps holding both triggers + directional buttons for stick/hitbox users...whatever makes sense. If you wanna get a bit more aesthetic, borrowing the quick-select wheel from strive would streamline a ton. No more videos with people in training menu all the time either lol -_-

Replay mode already does this without a UI per say to toggle display, slo-mo, etc...so i'd assume it's possible in training mode. Just allow people to assign them. Simple. Toggling blocking options in an instant has been a dream of mine so i feel that. If all FGs had this, it'd make everything so much damn easier.
 

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