Of the next pair of DLC chars, I just want one of them to have an 8way air dash
I may be in the minority here, but I want Black Dahlia to make it in as DLC. She looks like she could be a keepaway character that could complement Cerebella, and with that cannon arm she could have some interesting specials & Blockbusters. Plus, since she has history with Ms. Fortune & works for Vitale, she could work perfectly to expand the storyline.
Can’t think of any moves for her ATM, but if I do I’ll post 'em…
She has a sharking shotgun. How the hell somebody can not want her to make it in? O_o
Somebody that wants another character in.
<==== TOTALLY NOT ME RIGHT GUYS
Ahem anyway, any other chars you doing Zferolie? Or other people are “working” on? About Vitale, how about he got some similar tricks like The Penguin in Batman?
cuz yknow mafia stuff.
Black Dahlia would be awesome, and I think she has a high chance of being in, just because of Peacocj’s ending. They have a full design for her, and she is the mentioned and seen a bit on some background stages. I think she would be could, and be a close range keepaway, or fight kinda like Chris in MVC3.
Yeah… I’ve been quite busy with work and life the past few weeks. Barely played any skullgirls sadly. I do want to make more movesets though. VItale would be interesting, but I want to do someone else before him. Maybe the triplets and Black Dahlia.
The triplets are absolutely on the top of my “super hype/never going to happen” list. Right above Hive. Maybe if I wish hard enough.
At least Hive is in the game visually.
The game couldn’t hurt to have another keepaway, but some one who’s more offensive and doesn’t HAVE to do keepaway. MvC3 Chris is an excellent analogy.
On another note, I hope we get more supers that don’t do damage but enhance characters in someway, i.e. a heal super like TvC Roll, or more stuff like Devil Trigger, Kitty Helper and Astral Vision.
I REALLY REALLY hope the girl in the middle makes it. crosses fingers
Found these from http://ask-squigly.tumblr.com/ According to Squigly’s concept sketches, she might be a range whore that lacks mobility:





Wait a min., she can parry?
lvl 3= Epic Sax guy
If nothing else from that Squigly stuff makes it in, I’m hoping the rope dart does. That’s fantastic.
Of course, all of it would be nice…
Ms Victoria

I’m gonna use this image as Victoria cause effectively I want someone using a damn weapon and not punching shit for everything. I also in general like things pounding against walls and floors in fighting games, so wall bounce and ground bounce loops to me are the shit.
She uses the whip for the majority of her normals.
Is fast and has an iad a bit weaker than filias.
Ground normals
**s.lp **she hits with the base of her whip casually hits crouching opponents. Sort of like like sols 5p(my favorite jab in any game ever)
cr.lp same but with longer range, more like a slap
st.lk decent reaching normal. Like parasoul st.lk
cr.lk really good low forward about like painwheels but faster.
St.mp kys 5s
Cr.mp she punches far forward with the whips and fire appears. The whips are not extended but closer to her so its more like a fire punch with the snake heads bursting out from the explosion.
St.mk sols 5k
Cr.mk does a far reaching low with her whip
St. Hp Johnny’s 5HS(launcher)
Cr.Hp swings a whip in a complete fan motion( Launcher)
St.HK does a hop and swings far with her whips, invincible to lows
Cr.HK sweeps you with her whips
Air normals
j.lp Standard jab, like sols
j.lk her feet extend downward in a kick
j.mp Johnny’s j.S except a 2 part normal, so can be hit twice.
j.mk sols jump S
j.hp She spins her whip, in front of her, functions like j.mp for painwheel
j.hk standard jumpin kick, like cerebellas j.hk
Command normals
6mp Johnny’s 6p no upper body invincibility. But fast start up.
6Hk This is weird, she kicks forward and jumps off the ground, imagine like Jams 236K that lunges her across the screen it only goes 1/3-1/2 screen(would need testing) Can be done in air also. Basically dooms divekick in mvc2 going up instead of down with limited distance
2hp Hard hitting move with whips that causes stagger but pushes them back(don’t want it to be used for resets but combos)
j.2hk basically a Footdive, hit P after hit or block and she cancels into a motion to go down to ground. Without cancel is extremely unsafe on block, the cancel can be experimented with to see how unsafe it should be. On hit causes hard ground bounce into the air allowing followup
More will be added as I think them up
Throws
her throws are fast with solid range, but do not allow follow up, attempting to balance for her other amazing options and so i can keep her normals fast, i want her mixup games game to be good, but full high damage combos off of grabs in addition to her other options i think would just make her a better filia
Specials
623P Reversal far reaching reversal, P go at different angles,( looks sorts of like rising jaguar)
Lp at 70 degrees
Mp at 55 degrees
Hp goes at 40 degrees
214K slayers Dandy step different kicks go different distances
Cancels from it
Hk, She lunges back and slams you with her flaming whips (wall bounces)
Mk, She jumps up and slams you down with her flaming whips(moves like sols 236K held down) (ground bounces)
Lk, She jabs you twices, doesn’t have any follow up but is pretty safe on block.
Lp, Anti air, cancels into a rising jaguar with little to no invincibility frames(would need testing) uses lp version of reversal
Mp, Anti air, cancels into a rising jaguar with little to no invincibility frames(would need testing) uses mp version of reversal
Hp, Anti air, cancels into a rising jaguar with little to no invincibility frames(would need testing) uses lp version of reversal
236k Ground pound, like vipers ground pound except the explosion has thin fire spike coming out of it for a little bit of air control(only active for a couple frames), can be super jump canceled and doesn’t really have follow up potential off the spike hit. Different punches, different parts of screen. The explosive part if hit bounces you up for a bit, depending on distance followup may be possible.
236HP She she charges up for bit and stores an attack, it can be saved by holding down the button. Can’t really be used in combos cause the charge up time is too long. The attack is sort of like bionic arm. Its unsafe on block. The charge up time is just so you can use the move but it has
3 charge modes,
1. the initial charge at point of being able to use it has no projectile invincibility.
2. The second version has full projectile invincibility,
3. and the last charge has full projectile invincibility as well as upper body invincibility. You lose the charge if you get hit.
236MP She screams and sits there and charges meter, can be used like cat head cancel and to make strings safe. Should be messed with to not make it too strong
236LP a run sort of like baikens suzarun(63214+k) move essentially all the same properties
Air specials
623P She can do her reversals mid air, all the same properties.
236 K slams you in a direction with her whips acts like sidewinder, each punch forces them a different direction.
HK, wall bounces
MK, 45 degree angle, causes slide, useful for pushing into corner
LK, 90 degree angle down, causes ground bounce.
214P like mvc3 zeros Raikousen, has decent startup and is multi hitting so it will mess with damage scaling. Different punches go different directions just like zeros.
Supers
This first super is probably what will make her OP, but whatever.
LP+MP+HP+LK
Uses 1 meter, acts as a roman cancel with one extra benefit, the next attack with do 50% more damage. Yes it can be dhcd into, yes you can use it in the air, yes it keeps your momentum, yes I know that is stupidly good. Oh yeah, and you can also use it to cancel her other supers cause why not, 2 meter always safe reversal seems fair :P.
623 KK
Shes spins the whips around in flame pillar around her. Can be used to catch crossups and is a good reversal.
236 PP she slams the whips into the ground causing a ground pound that does a lot of damage and launches them into the air, can be followed up. (multi hits) Hits quite far above the ground.
214 PP Level 3. gives her an 8 way dash for a short time period + 1 extra air dash per jump as well as a speed increase and a command grab that acts like sols 623K.
So Yeah, probably made her op, and probably didn’t use the whips like whips but more as swords but meh .Essentially im going with someone like filia with higher damage but less tricky crossups and mixups and hopefully a weaker reset game. Also the one thing that I don’t like about this game is so many weak DHCs, no im not talking damage, just making shit safe, that is one thing that irks me, so many dhcs are not safe making meter gain feel pointless except for damage for most of the cast unless you have double or parasoul on your team.
Oh yeah, umm, using her reversal uses up her air dash, i dont want 1 meter always safe reversals, but 2 meter always safe reversals im personally fine with.
Really like it a lot Ian Conway, although I hate it when characters can’t follow up grabs… Supers are very interesting, the Roman Cancel super is basically better than the level 3.
Well, in general i don’t like level 3’s also i find painwheels level 3 to be pretty weak also. And no grab follow up is very intentional. because of how she works, ground bounces and wall bounces, she will be able to use lots of moves that have high damage but not multi hitting she we have lots of really high damage combos at the start that are not as effected by damage scaling. Because of stuff like this i thought she shouldn’t be able to followup with stupidly strong damage off of grabs.
i kinda view her alot like a filia or a valentine, and i feel she parallels too much with valentine, just her combos work different, I’m gonna experiment with other characters, cause I’m not too original when it comes to character moves, i basically just took all my favorite characters moves and made a character. I’m gonna look at the other characters and try to make something a bit more original out of them. Though dandy step needs to be in this god damn game, DANDY STEP IS FUCKING AWESOME.
Yeah, and i understand how good that level 1 is. but doubles catelites can essentially be used like it if you spam grab as you come in then when cat heads are finished go into full combo. I think to make this character fair, maybe if you use this in a combo make it so the rest of the combo you gain 1 third meter even after dhcs. I don’t know, i still think it could be fair, and its not like dps are safe even with it, because you keep momentum, even if you roman cancel you can be punished. Also because of that you can do some cool stuff with her things that change momentum, using it at key times with moves that lunge her in the air, sorta like what Johnny could do with frcs. I Think its just an interesting use of meter that this game needs more of.
Late reply, but I’m afraid not: That’s a caricature of one of Alex’s old Gaia coworkers, so the chances of her being playable are slim to none. Apparently all of those people in the foreground in that picture there are all friend cameos, at least according to this.
I want Brian Drain to make it to the cast. Am gona see how i can make his moves him being the physic director and all. Nice job making move list guys il make mine soon.
Heres mine (Incomeplete)
Normals:
lp. A finger snap with a pink/red energy spark. It can combo into itsel once and is safe on block. Very low damage.
mp. A karate chop, with his hand engulfed in energy.
f.mp. An over head chop.
hp. Holds his finger like Freiza does for death beam. It fires a pink projectile
lk. A low hitting spark of psychic energy comes out of his head.
mk. WILL EDIT LATER
hk. Will EDIT LATER
JUMPING NORMALS (incomplete)
j.lp A finger snap downward, at an angle. It is an over head
CROUCHING NORMALS (INCOMPLETE):
**SPECIALS: **
236p: Brain Ball
The lp is a basic fire ball that goes across the screen.
The mp version goes up at an angle
The hp version is chargeable/delayable. It becomes a ball that stays right in front of him. It becomes bigger the longer you charge it and it does more hits, the most being five. You can hold it even after it is full charged and release it at the best time.
623p: Reflector (Need Better Name)
The lp. version creates a small barrier in fron of him that reflects all projectiles except for block busters
The mp. version looks exactly the same but projectiles go through it. It does however explode when hit with a physical attack which cause a hard knockdown. Since it and the lp version look alike, it forces your opponent to guess which one you are using
The hp version is just a barrier with no special properties. Think the lp Maya
623k: A teleport
lk puts you in front of your opponent
mk. Puts you above them
hk Puts you behind them
214k: A laser beam
The light one OTGs. It also bounces off the ground, meaning it can hit airborne opponents
The medium one goes across the screen like uni beam
The heavy one is actually a scatter shot like the finger lazers
Blockbusters:
214+kk: Basically the finger lazers
236:pp: Basically stalking flare
623pp: A huge beam like Proton Cannon.
Level 3: 214pp: Energy Balls surround the opponent from all side and fire lazers at them
STILL INCOMPLETE
Hmm nice reflector move but how about naming it it “Mind Trick” i know is cliche but meh. I got more confused with Brain Drain i look at his photos in Painwheel story he seems to have needle hand just like the bad guy from Generator Rex. I need to make adjustments to my move list for Brain Drian…back to the drawing board.