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L-Luger was a completely fair move. The nerf only made the reward for using it less effective. Returning it back to its high knockback value would not invalidate her other specials, it would not be the be-all-end-all brainless projectile, it would simply return double to like a little taste of what she was in 2016, which was STILL a fine and healthy character
L-Luger is Dodgable, many characters can approach in the air and be out of L-Lugers range, many characters can approach from the ground or have moves that nullify it.
If you ever got hit by this move, nerf or not, it was 100% your fault. Nerfing the reward on a move like this is just simply not the approach to go, compare why people are disputing this move to the LACK of dispute for catheads
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Robo-Fortune
This character is the sum of her parts. Unlike any other character in the game that have a broken core set that they abuse during games, Robo is littered with incredible tools that all don't at once make someone unhappy or tag her as a bullshit/unfair character.
-Only character you can invest meter in and cash out later with the best alpha counter in the game (Level 3)
-Safe DHC options
-Beams are good on point too
-PME Point Teams that beam you 4 times and then TOD you (NOT HARD)
-Shakyfinger
-Her double jump pressure can put you in verticle character deadzones that some characters just have 0 options against
-She has true 50/50's
-Some of the best super damage in the game
-Mine wins in scrambles
-Only character with an Armored Normal that you can option select from (Beo doesn't count)
-Her Dashes
-THE ONLY CHARACTER PRIOR TO UMBRELLA THAT HAD A
SWEEP YOU COULD COMBO FROM, THIS BEATS TUMBLING RUN AND CALLED OUT BRASS MOVES SO EASILY
-Delayed projectiles in the form of missiles, mines that linger, stuff that could fill the screen and get other characters in (or her out)
And off the top of my head the two things she doesnt have are
-Damage on her normals
-infinite blockstrings
She's so good. She's been good. Many robo players lived in a time where she was this good but was considered bottom 3 (2016 era my love)
she just doesn't play like a skullgirls character, and from what i remember watching the development salty streams, this was kind of the point. She's a Robo-Ky Guilty Gear character constructed in skullgirls as what was once one final love letter to GG. When you play her, you have to fundamentally agree that your victory in a match is gonna come a little differently than playing someone like Filia or Double.
She's literally another swiss army knife character, littered with so many different tools that require the players application to make work. She's not a character that gives Top-8 Entry on a silver platter (Annie), and this is why she's getting downplayed probably, but she has consistently seen competetive representation
She's had more competetive representation on teams in
Evo Online (3 ROBO - 3 Annie - 2 Peacock - 0 Fortune)
Skullgirls Championship Edition Finale (3 Robo - 2 Annie - 2 Peacock - 1 Fortune)
That being said this is just a personal rant. As for my thoughts on the H-Beam nerf, I think its whatever? I have been complaining about Eliza being hit by it while she crouch-idles for years now. That was fixed, but inadvertantly ruined a bunch of routes and made a lot of other characters have a lot more tools against it now. Opportunistically saying its a good change is a bit cheesy to me, since none of these "benefits" we're clearly intended, but i'd honestly rather see its hitbox be restored and eliza and dahlia be lowered.
Arguably the impressionability of what has currently been our "Meta" is ridiculous. Literally in April the concept of buffing the width of her beams was on discussion. Beam assist was always as strong as it was but I think seeing it so heavily associated with Annie-Fortune bracket congestion has been the tipper for it finally recieving nerfs.
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"Nerfing X Characters will make Y Characters inadvertantly better"
I don't like this. I genuinely still believe characters should be brought up to the levels of today. I'd rather the characters that are ACTUALLY weak adapted to the understood level of todays power, than others be brought down. Especially when we might still have cases like Squigly where the understood power level of a character becomes higher and accepted over the course of a short period.
What if parasoul's recovery on egret dive could be cut so she could dash inside the egret for armor (Think Maya Shield pheonix wright) so she can beat stuff like Item drop and H-bomb? What if Beo Chair Kick had a Hype-version where it goes farther and works as a projectile shield like dahlia's barrel?
Question for the historians, when was the last time Parasouls egret dive had its recovery changed?
Even before any of this, why arent all the QOL stuff being handled. I have heard painwheel players and Valentine players complaining for years. I have seen tournament sets and combos dropped because of Bypass whiffing, or painwheel facing the wrong direction. This is stuff legitimately bringing down these characters at EVERY level of play.
FFS Val is getting every sprite edited before she gets to consistently hit scalpels into bypass. How is balance discussion of any kind even being handled when characters in the game operate at this level of mechanical inconsistency. It literally happened to Cloud at Combo Breaker
For those that get allergic to big walls of text
TL:DR
-Bring back nerfed characters like Double and Bella back to their 2016 level strengths. It will not hurt the state of play
-Robo is a good character all around, Hbeam size nerf should stick to its intentions (Eliza and Dahlia not being hit, the rest staying the same)
-The Meta is super vulnerable right now. The shift to Fortune supremacy was almost instant between something like Combo Breaker, and the last big tourney. Or squigly shooting up tiers, or umbrella
-Buff instead of nerf pls for the love of god
-Can we fix the actual broken characters like Pain and Val before anything else pls