It does because she already does that. She has good assists, BFF is a godly DHC and she can set up multiple tag routes.
While not my ideal nerf on this character (personally I'm just concerned with being able to HIT this character and not die for it) it's something that still helps so I'll take it, personally I'd have H george leave in 15f but that's just me either way I like when things get changed to allow an existing punish to work better.
This I'm also a fan of as there was an existing punish just a very small window for it and not everyone could take advantage of, I do think that maybe it's too many nerfs at once but overall I like that I can hit Big Band.
I think this is more Annie's fault than anything, and it never seemed to be a problem until she came out, this has existed for years and for my team comp specifically, I felt it was fair because it was not a safe dhc anyway. Now, I do want to say that I don't think it's gonna be worse without it but I was a big fan of being able to get out of pressure on reaction, I've never had an OS with it and it was never safe on block for me. Personally I think it hurts the wrong character but yeah. (Likewise I think Annie has thrown a wrench in a lot of other character's balancing)
It's a tracking command grab that can hit anywhere and get you a conversion, which is a pretty big deal regardless of the scaling. Considering how strong the rest of her kit is (and now with the throne buffs) I don't think this move needs to be better. Even though she doesn't get any damage off it she's just going to go straight into a strong setplay game that's super in her favor. MAYBE slightly better start up but that's about it. This character is juiced up enough without giving her buffs she doesn't need.
I really do not think Eliza is mid tier. Even the most adamant Eliza downplayers have kind of given up on that narrative at this point. While I think the sehkmet nerfs were too much and they should get reverted (Liam already said some would be), I'm really not understanding where the idea of Eliza not being strong is coming from. The evidence that she is very strong and adds a lot to a team continues to pile up. Eliza has a ton of unique stuff no other character in the game has, the best example of which is her ability to reverse timer scam with health steal, making her arguably one of the best anchors in the game.
These all sound great! I'd like to pose a question to the class though; how do we feel about Umbrella 6hp assist? It feels maybe a TAD good but I'm on the fence. It really does feel like this assist is doing too much for the range it covers sometimes. In addition to just being a giant "fuck off" neutral tool, it's 4 overheads, it staggers, it juggles when it hits you airborne...that's kind of a lot for one assist to do.Actually, few things about Umbrella:
- I'm going to try some pretty big rework style changes, I expect her gameplan to be different.
- I'd like to see more ebb and flow between all of the available states, rather than camping the razors edge of Ravenous the whole match.
- Will probably see changes to make her feel more consistent in all states and a bit more "Skullgirlsy feeling" (looking at giving her a good overhead for example), but removing and nerfing her more frustrating things to deal with.
- Ravenous will probably feel a bit different. It may be "worse", as rising JMP is definitely going, and I want to test her being unable to use bubbles in this state, but Ravenous might be even better than before at just rushing you down aggressively as its primary focus.
- Satiated and Overstuffed will hopefully feel better and easier to play.
Actually, few things about Umbrella:
- I'm going to try some pretty big rework style changes, I expect her gameplan to be different.
- I'd like to see more ebb and flow between all of the available states, rather than camping the razors edge of Ravenous the whole match.
- Will probably see changes to make her feel more consistent in all states and a bit more "Skullgirlsy feeling" (looking at giving her a good overhead for example), but removing and nerfing her more frustrating things to deal with.
- Ravenous will probably feel a bit different. It may be "worse", as rising JMP is definitely going, and I want to test her being unable to use bubbles in this state, but Ravenous might be even better than before at just rushing you down aggressively as its primary focus.
- Satiated and Overstuffed will hopefully feel better and easier to play.
I fixed this, and the fix is scary! Will be going out in the next update so people can tell me if it's fixed for real.
All on my list for consideration.- Inputs of Contact Lens (shotgun) and Retina being separated:
---My recommendation would be: QCF PP Contact Lens, QCF KK Retina, QCB KK UTW, QCB PP lvl 3
- Tongue Twister -> H Retina out of corner acts weird and requires character specific delays
- jHP -> Salt Grinder acts weird and requires character specific delays (a result of the active frame change)
- Retina having weird camera interactions where if you stay fullscreen, all hits land, but moving forward causes them to bounce out
I've posted this before but her stealing a little bit of meter upon successful throws/air throws/command grab/m shadow could be pretty neat. I always thought if one character steals meter it kind of makes the most sense it would be Fukua. I think fireballs and L and H Shadows stealing meter would be a bit much though.In the future just for fun, I would like to see Fukua become like a “Meter-Stealing” Character, where getting hit by fireballs now takes a bit of chars meter, or getting hit by command grab etc would steal some meter as well.
I don’t think there’s a single mechanic like that in the game, and if any character where it would visually make sense for to have it, I believe it’d be her.
That’d be MY personal rework of her though. A character to stop Safe dhcs could be interesting. Just fun food for thought.
It could definitely get faster, wanting it to do more damage and lead to better starters seems like a bit much. A lot of us lived through the busted sewer grab days where it would beat everything clean and give a full conversion (and wallbounce!!) and don't want to return to them. I'm not saying making it faster is going to do that, but this is definitely a special move that falls under the "easily overtuned and busted" category.37 Frames that can be dashed out of forward or back so it doesn't even catch regular ground movement, can be interrupt by assist/projectiles, can be jumped out of, uses OTG before you even do a single bit of damage which also robs more damage. Maybe just let the move do 1000 damage for getting hit by a 37F ground grab?
This is 2024 not 2014, why can't you just get a reward for the read from over half a second grab, how fast would it have to be to actually justify a read move that only gets a 55% scaled start that consumes OTG? There are plenty of things to do reads with that get more.It could definitely get faster, wanting it to do more damage and lead to better starters seems like a bit much. A lot of us lived through the busted sewer grab days where it would beat everything clean and give a full conversion (and wallbounce!!) and don't want to return to them. I'm not saying making it faster is going to do that, but this is definitely a special move that falls under the "easily overtuned and busted" category.
Why do you feel like just going straight into some of the best setplay in the game off the conversion immediately is not enough? That seems pretty good to me. Why does the reward need to be higher than that, given the rest of her kit?
Every character in the game has "some of the best setplay in the game" this is Skullgirls, we have mixups, its not unique. When Band reads A train, get gets damage and mix options, when Umby reads with Tongue Twister she gets damage and setplay options, when Filia reads with drill it deals damage and leads to mixups, just give it some damage already.
Considering Anti-projectile tools have been shit in SG since it's nerf, that might not be a bad idea
The Spreadsheet attached shows the values I labbed with the changes above. I only have a gripe with the Decap Attack scaling. As it's way too harsh for the corner combos given that the 2LK loops are effectively extinct now thanks to Decap attack pulldown, among the other Headless nerfs she received.
No more 2LK loops that's for sure. I was apprehensive about losing the bounce that Decap attacks would grant me during day 1 of testing, as I preferred them quite a lot. Despite the gravity pulldown from Decap attack removing this bounce effect I only need to make an adjustment to get a similar setup albeit less powerful in terms of damage to UD ratio - or just different routing now to get the same effect as before. Feels okay to keep for now, but the damage changes really does add to the bitter taste somewhat.
I like this change as a Headless player because a lot of the time I found myself advising people that they needed to hit her head to punish sloppy positioning and decision making points. The issue that arose from this a lot of the time was that some of the cast didn't have much in the way of following up an attack on the head. For some of the cast, their best option was only being able to chain light attacks.
This is good for characters like Big Band who despite having an attack that hits both sides, finds the head to be in a deadzone that they cannot hit in the corner. In conjunction with the 60f cooldown when the head is hit, I think more players can better punish sloppy Headless plays that would otherwise have gone uncontested. Very good.
I cannot express how good it feels that Cat Strike stagger actually feels consistent now. At times it used to be frustrating trying to use it alongside an assist as a way to extend a combo into Headless mode, but now it feels much cleaner - especially when using it as a reversal option and it wouldn't stagger.Increased invincibility by 1F to prevent it from trading.
Increased the window for the head to stagger the opponent, fixing issues where the first hit would connect but the second hit wouldn't stagger.
Lowered the hitbox height for the initial strike to make it easier to evade by jumping.
Forces 75% scaling.
At first I was a bit on the fence about Headless losing the throw invulnerability on her Fibres, but in all honesty the times where it was relevant for Headless were so niche I barely remember when I planned around the properties of the move in the first place! In my opinion, I see the loss of throw invulnerability as a way to further punish sloppy Headless pressure where she is committed to a long blockstring or extension of her pressure. Which allows for characters with command grab supers to PBGC her and/or strengthen the low/throw game plan against her without being combo'd for it. Makes sense and sounds good for the health of the character.All versions are now only strike invincible when the head is on, and fully vulnerable when the head is off.
Added 2F of extra recovery to M Fiber Upper, and 4F of extra recovery to H Fiber Upper.
Adjusted pushback on block.
On whiff only, Ms. Fortune must wait an additional 2F to jump away from M Fiber, and 4F to jump away from H Fiber.
This change ruins core combo routes for both Fortune modes. Head-on's Throw into whiffed Fibre > Feral Edge > Sneeze will not allow the Zoom to come out for the follow up. Rendering it impractical to do. Headless loses some legacy routes as certain setups rely on using the Head shortly after using normal to stall for time to extend the combo with Zoom/Nom/etc.
The meter gain loss is quite noticeable, especially accounting for resets. This should be a death kneel for common 1 meter round start 2 touch TODs, but since the meter loss is between 20-30% there could still be a 1.5 meter 2 touch TOD out there IMO. But this should stop a lot of the most easy and common ones.
Can she at least build meter of whiffed commandgrab? Would feel like a fix for a quite weird exception.
Although I do understand peoples hesitancy towards buffing her, I don't think it's that major for a character that relies on meter for many conversions.
Even if that were that to change, it just seems odd for her not to be able to.
I would main this character instantly, back when Annie was made Pillar of Creation would delete the opponent's meter and I thought that was so awesome. I LOVE ALTERNATIVE STRATEGIES SO MUCH! I doubt it would happen but I'd love to see itIn the future just for fun, I would like to see Fukua become like a “Meter-Stealing” Character, where getting hit by fireballs now takes a bit of chars meter, or getting hit by command grab etc would steal some meter as well.
I don’t think there’s a single mechanic like that in the game, and if any character where it would visually make sense for to have it, I believe it’d be her.
That’d be MY personal rework of her though. A character to stop Safe dhcs could be interesting. Just fun food for thought.
I can't do anything about that I think, since cLP just has more range than cLK and the hitbox on cLK can't extend that far past its art. The pushback is already very low on cLP.
There's an intentional 30F cooldown after making contact with a Luger before it can be fired again from when the move was first implemented.
That's probably an oversight? Should be easy to fix.ippolit said:
FYI, forced combo starter changes are pretty risky and require navigating some pretty old and complex code that I'd prefer to leave alone, so things like this are impossible for now let's say.
Really appreciate the detailed breakdown and data here. I'm planning on coming back to this next week since I'm focusing on Umbrella, but this will be helpful for early next week when I'm doing some adjustments to Ms. Fortune's damage. I am planning on bumping up headless damage a bit and looking at some of the cooldowns on head actions / hitstuns already, so I think we're mostly on the same page.
uh i didnt know, well in that case the changes that makes sehkmet take counter hit damage do a similar effect then.
The jump frame increase has impacted a majority of sekhmet routing for combos. Liam has already stated that they are working on fixing that since its a major hit to Eliza's combo routing. The landing frames also impact combos but was mostly impacting bite / cartouche conversions coupled with the jump frame lockout.Sekhmet:
Sekhmet damage nerfs seem a bit unwarranted to me, although that may just be from a lack of understanding/game knowledge. Going into Sekhmet is pure risk/reward. Removing some of the upside of an already risky state is a step in the wrong direction and it almost makes more sense to buff the counterplay against her. I think maybe increasing the hitstun (like 2f maybe?) when hitting Sekhmet could maybe lead to more options to get her put with sweep or snap.
On the topic of Sekhmet, I think the extra 2 frames of startup for jump is valid, though the 6f landing lag feels very yikes. I can't really think of any comprimise aside from reverting the changes.
looks awesome, i dont know if this is the right input to go for given that charge moves with medium punch (notably 2mp) will no longer work with this input, or just stuff like 5mp 5hp sns. unless theres like an asterisk im not aware of
You do 7MP 4HP x SNS, same input tricks as Parasoul. You have enough time to build charge from 5MP 4HP alone though.
In my quick testing, it's an extra four frames before it's fully off screen and vanishes. After vanishing, the 30F cooldown works as expected. If you have other data though it's easiest to field that over in #2e-bugs in the Discord if you don't mind!