Firstly, I want to say thank you for this patch. I'm glad we're back to experimental stuff and I like the direction the patch is moving the game in. I've played all weekend and I think I've put enough hours in to give a sort of preliminary opinion, even if a lot of these changes will probably not stick.
Fortune
I believe the lockout nerf for Feline Allergies is kind of overkill now that we have additional ways to lock out the head, and the head stays in the corner of the screen where it's easier to deal with. 50 frames is an eternity in fighting games. If you feel as though the lockout on block should be nerfed, 60f seems reasonable, although I really don't think 50 frames is an issue now that there are far more ways to deal with the head. I specifically mention this change because I specifically want the nerfs to Fortune to target how auto pilot she is, and not necessarily to placate to people that just hate the character and don't want to her function. 85 of frames of lockout feels like it falls in the latter category. 85 is a lot, 50 or 55 or even 60 seem way more reasonable to me.
This seems a bit too severe to me. Instead, I'd like to try decap attack starting at 300 and then going to 150 for each additional hit, OR just make this value 150 or 200. Right now, optimal Fortune routing is extremely weird in the corner, and you basically have to quasi negative edge stuff to get optimal damage, and it feels very bad and unfun. I do think decap damage needs to be nerfed, but I think this is a bit overboard when she also received damage tuning nerfs in other places. I would like to see players rewarded for actually learning to play the character and going for optimal damage in the corner, and having to modify rekka loops or fiber loops based on weight and range seems like it should at least give a bit more damage especially now since 2lk loops are gone.
Currently this move feels inconsistent. It whiffs on crouching Filia midscreen at ranges it probably shouldn't, it can whiff on Squigly crouching in the corner, and there are many other instances of it just feeling pretty weird. Additionally, it still seems to crossup characters like Double (although it's hard) so a bit more tuning is probably neededJ.LK is the best normal in all of SG (or a contender for it) so it needs to get nerfed, but the move feels very janky right now so I think the hitbox will need to be reworked such that it's not a crossup tool but it still functions at the ranges you'd expect it too. Feels very "early version of a nerf" to me, and will probably get ironed out, but I just thought I'd bring it up regardless.
The rest of the nerfs are fine in my opinion. Fortune needs to become more than "J.lk + annie dp assist" the character and these changes are moving her in the right direction.
I'd like to see some additional experiments with Fortune that move the goalposts towards "no, you actually have to know both halves of the character". Right now, Fortune exists in a state where the easier version of the character is often more effective, and there's not much reason for players to actually learn the entire character. Head on generally is doing more damage in most situations as on example, where it would make more sense for me personally if Fortune was really only doing big damage with hard head loops in the corner as headless. Any changes that could push her towards a more interesting "no, you actually have to know how to play her" playstyle that rewards her for transitioning from head on to head off would be welcome. An extremely drastic change I'd be down to try is that Fortune only gets access to fiber jump cancel in headless. Another idea would be giving j.HP a bit more hitstun to let it combo into headroll again; j.LK is very nerfed, Fortune damage is incredibly low, so transition combos off j.HP don't seem as egregious anymore, and it would harken back to the glory days of Fortune routing where the combos we were doing were much neater. Essentially, I would like this character's power budget to be moved around a bit more, as head on feels ridiculously easy to play, especially when often times her damage is better than headless. Headless is the trickier mode to play, even more now since the patch and nerfs, so I want to see that incentivized to learn the mode that is harder to play.
Also please, if possible, fix Feral Edge whiffing on hit on crouching characters and getting you killed for it :(
Peacock
Fortune has lost her IDJ j.lk resets, but Peacock still has them. Given both characters occupy the most powerful character slots in the game, I don't think Peacock should get to keep these. This also keeps it uniform with past balance patches, where IDJ options have been gradually getting removed or weakened with each major balance update.
I still feel as though teleport + assist needs to get looked at to some extent, even with these other nerfs.
The current way Georges function is really cool, and I hope it stays. It feels very much like a "OK this move was way too good, but you still have to pay attention" kind of change designed by a good player for good players. I think some folks may still argue that bombs should go away entirely on hit, although I strongly disagree with that. I can see georges going away entirely (or exploding immediately?) if Peacock is counterhit though. Instantly getting rid of bombs should feel like a big reward, so counterhit getting rid of bombs instantly would be a good compromise. Generally I'm not a fan of just removing options that are a core part of a characters kit or identity, so this change overall feels like a great compromise. With the 50% scaling change to george as well, I'm a big fan of how it functions now. George trade hits are scrambles that really aren't that much in Peacock's favor rather than a robbery tool.
Valentine
Purple (poison) vials will likely need to see some sort of nerf now that Valentine has gotten so many buffs. If the direction is to minimize the two touch meta and move it closer to 2.5 or 3 touch meta, Valentine is very much easily two touching off resource gathering assists. Valentine "QoL buffs" are actually just buffs. Buffs she needed nonetheless, but I think keeping purple/poison vials the way they are now is a recipe for disaster down the line.
please make s.mp and s.mk on headless slightly vacuum or something, they kinda suck and result in 75% of my combo drops lol
I disagree with this. 5mp is +1 and can be auto piloted into. It is a truly PBCG safe string, even against SSJ (a rarity in SG). 5mk is the normal with more range that is less safe on block; it also doubles as a pushblock bait. I think these normals are consistent with other SG normals in that the one with more range is minus, and the stubby one is the plus one. Fortune pressure and hit confirms are already very strong, and this would move the needle toward being "too strong" surely. It needs to be on the Fortune player to be properly hit confirming with the proper normal at the proper range.