Skullgirls Gameplay Discussion Thanks For Playing

yea but she can only do that if she is either against another solo or down to the last character on a team. if you are playing against a solo it is something you will ALWAYS have access to is what i meant.

This, but I think it would also be useful as a way to make blockbuster sequels lead to full combos where they wouldn’t normally. That and better corner carry combos.

So, just to make sure, will you be able to start a combo with a snapback and still get the extra OTG?

That would be interesting; Spend a meter for an extra OTG and develop new combos/corner carries for 1 v 1. I really like how resource management is developing.

The team has to give up the super damage/block buster sequel and damage reset for an extra OTG. It won’t always be the best option.

Huh. Using an extra meter to snap a single character after using an otg to make a dhc combo able. I never thought of that. However as a Bella player, enabling diamond dynamo to always have a hard knockdown by spending one more meter is totally worth it.

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Gotta say I’m pretty disheartened to hear about these new changes, especially the lack of a groundbounce. I always thought it was a pretty interesting dynamic with fortune that you could keep head on for an extended combo or leave it off for to nag them with NOM or headbutt. This change not only kills her damage but also takes away the followup air reset game I had grown pretty fond of. Kinda feels like Mike is strong-arming that the only real way to play fortune is without the head.

Also, I don’t believe the rekka changes are needed at all. It just takes away an extra bit of damage should you choose to risk stopping the rekka for a surprise throw or go for the overhead; neither of which are particularly fast resets even in the patched version.

head sneeze removal is neat I guess. I’ll have to play around with it a bit myself before I can really warm up to it though.

As for the other changes, seems pretty weird that solo team are getting nerfed overall. Considering they already lack assists, alpha counters, regenerable health, and have the least health of all the ratios, nerfing the one thing they got going for em is harsh.

go fight guitaralex and then tell me these fortune changes arent needed.

Also, I’m not 100 on it, cause I dont have the patch, but I’m not so sure its really that bad. With the change to scaling and solos increased health/decreased damage, it seems like solos will stay the same health and damage wise while everyone else, due to the changes, will do more damage while taking more damage. So, any team versus solo, teams take more damage while solos stay roughly the same. Of course I may be wrong, but it feels more like am attempt to keep solos from being god tier than a nerf.

guitalex actually went over these points one by one in the fortune thread so id recommend reading that as well.

I actually saw your post there and responded to it before seeing the discussion here and moving my post. Not sure if I’ll explain myself right, but I find guit’s reasoning a bitter pill to swallow as it implies that sandwhich loops are such a key part of fortune’s game that she needs to be balanced entirely around it. If mike just wanted to debuff her damage, he could have just cut her normal and special damage across the board just as he did with bella. However, these changes largely reflect the notion that you’re not playing fortune right unless you’re using sandwhich combos. To be honest, I don’t like performing loops if I can help it so I’ve largely kept sandwhich and NOM comboes out of my game and instead opting for rapid resets. This groundbounce change cuts out quite a few setups entirely.

Please don’t take this the wrong way, I’m not unwilling to adapt my game. But considering that Mike’s been busy giving characters additional opportunities right and left (Parasoul lvl 3 RC, Bella super grab cancel, Peacock bombs cancelling into each other) it seems out of place that fortune deserves nerfs that not only limit her damage but the potential for growth as well. I’m worried that fortune is going the way of BB characters in which you’re obligated to perform the BnB designed by the devs.

It’s not all about damage, it’s how she gets it. As a solo, she has such an overwhelming pressure and offensive mobility game that it rivals and often surpasses those of teams. Combine that with obscenely long combos and solo bonus damage and you have a character that can single handedly cluster f@%^ a team.

i guess ill have to wait and see about it when the patch drops. ill just have to reserve judgement till then. i remember i was initially concerned about all the spiderman changes in ultimate and obviously hes better now than he was before.

I don’t understand, aren’t most Fortune players just throwing the head off already? And with the ways she can open you up with what is essentially an assist, why is anybody complaining about her damage output being adjusted? The ground bounce change forces you to manage your OTG more effectively, that’s all. If you want set-ups similar to what you get with the head spike ground bounce, you just have to use an OTG instead. That’s how it works for most of the other characters.

Also, Cerebella Ultimate Showstopper combos, Peacock bomb cancels and Parasoul RC lvl 3 are not nearly as good as Fortune keeping what she lost. Remember, Fortune gained shit too, like El Gato cancelling into air super and the head sneeze, which can make her footsie head-on game much better. Moving away from extended combos doesn’t really limit the potential for any character’s growth, imo.

Just played Mike and Render in the latest patched version.

Cali to NJ. 254 ping. PLUS I was playing on wi-fi. Really most of the matches were pretty damn spot on haha.

I will now proceed to have sex with the dev kit.

TOODLES

i typically keep the head on until i get a hit so i can get more corner carry on my combo without using the OTG before i DHC to bella to finish the rest off.

So, anybody with access to the patched version know if rekka, rekka, overhead, fast cancel into air super combos? I’m trying to figure out which characters will be able to land full combos off of mid-range pokes post patch. So far, it’s Parasol and possibly Fortune.

Do

I take it you mean solo?

Yeah, solo.

I’ll let you know later today.

It does. Mike told me at one point how fun that was.

Someone join my Xbl lobby por favor