Changes:
- Tea Slip (QCB + K when doily is placed) (AKA Teleport)
- Invincibility now starts 8F later. Invincibility reverts back to the old version when used while the opponent is bursting, to maintain burst bait setups.
- Now has a maximum teleport distance of one full screen away, instead of two. In situations that are unrelated to running away from the opponent, this improves her ability to convert off various cross up + attack style attacks which can be useful, so there you go...
- Has extra recovery depending on the distance she teleports. Anywhere from 0 to 11 extra frames of recovery can be added. These added recovery frames are removed if the opponent is in hitstun or enters it, to keep set ups and conversions the same as before.
- After teleporting to a doily, Black Dahlia has a 5 second cooldown before she can throw another one. Feathers from her cape will appear at the teleport location, and when the feathers have all vanished, the cooldown is lifted. While the feathers are there as a reference, you'll have to get used to the cooldown if they go offscreen. While I'm "looking into" other possible visual indicators for this, I have no promises I find anything better that doesn't look jank as heck.
Super weird to see Dahlia losing a neutral and defensive tool to make up for Cerebella MU? I'll not deny Bella really has a hard time against Dahlia, especially if Dahlia is in the life advantage, but this is straight nerfing to both Doily and Teleport instead of adjustments. One of her corner setup is completely gone. The basic one (c[HP] > Doily > H Shot > Teleport) seems the same, even to loop, but the 8 frames nerf changes way too much stuff here.
I do respect the idea of "every character should be able to punish teleport if they have the right read" but the changes just stacked 3 nerfs at once, and I'm more inclined to recovery change instead the startup one.
Also, Dahlia uses doily throw to reduce recovery of her charged normals and in barrel combos, so, the cooldown change here affects her routes, specially routes with s[HP] on first string (meaning HCH combos requires Dahlia to dhc or tag even earlier), and I don't think this is intended at all. My suggestion is applying the cooldown only to Teleport, and making the Doily having a "dark colors", just like Beowulf chair.
And the cooldown of flat 5 seconds is just too high, Dahlia's neutral already involves a lot of commitment, having 5 seconds of cooldown makes a bad teleport results in death, for sure. I think variable cooldown between 1, 2 and 5 seconds based on distance can be better for this balance.
I expected to see at least one considerable buff in compensation, something like doily taking less time to hit the ground or Dahlia being able to cancel shots into teleport. These nerfs might be at right direction, but for sure it's super weird to see changes after a big balance patch and only nerfs, not even compensations.