Ms. Fortune CAN do it. I’m saying with a damage ratio of 1.00, off of a grab, Fortune can do over 10k.
If you were solo and did the combo, at 1.75 ratio, then sure, Valentine can TOD a 3-person team member.
If you were solo Fortune and did the combo I mentioned, at 1.75 ratio, you would TOD a 2-person team member. No resets involved.
Why can’t Valentine do that with an optimized combo? Because her normals scale too much. But add one reset at any point in that combo and a duo team member disappears.
Everyone can do more damage with a reset. Valentine does more damage than Filia without resets, more damage than Peacock, more damage than Parasoul.
FTR, you are saying, no matter where her head is, even if it’s not off, Fortune can get to 10,000 from a grab anywhere on screen? If so that’s pretty cool.
After watching Ultrachen Tv with Mike going over the system changes, I am rather perturbed by some of the changes he made overall. Like for example the fact that he made Peacock teleport faster, which I felt was unnecessary as her overall zoning game is still good. So Peacock’s can spam teleport with calling an assist like Fillia’s Updo which I felt should be touched, but was not for some reason. Her overall meter building was nerfed as she used to build up five bars really easily by her tactics, assist and Hp gun like it does in the current version. Personally her damage output and Argus Agony should have been nerfed as well, but we shall see what Mike does later on.
Valentine’s air Hp floats the opponent higher, so doing her air strings will take loads of getting used to and green vial will not be as great as it used to be. Cerebella’s damage output was nerfed pretty good so I was a bit happy about that, and you can’t do her normal corner chains after launcher anymore cause one of the strings knocks you immediately to the ground to tech. So I don’t have to worry about her going ham after getting one touch and do 80 percent off of her Showstopper alone. Double’s Lv 5 is now completely and utterly useless because your opp, if they are close enough can hit you out of it so you would be wasting five bars for nothing. (Though personally I don’t bother using the move as catelite is way better). There were a few more but those were the main ones I was focusing on. Painwheel didn’t get changed saved for her Pinion having easier inputs, Filia is still good but you can’t do her drill loops consistently anymore save for a little practice and overall change. Overall, not bad as it gets rid of some really dumb stuff but we will have to see when it drops so we can all give our personal accounts.
Peacock’s teleports have 3f (I believe that was the amount) less start up, but they also have 3f more for recovery, the time for them is exactly the same.
Mike said the change for Valentine’s j.HP will not affect much and at the most will cause people to alter the timing of their attacks slightly to accommodate. Also I use Green Vial, but as Mike has said, it really isn’t as good as the other two. People just use it because it makes things easier and not many people know how to effectively use the other ones (myself included).
Double’s lvl 5 wasn’t changed, you could always hit her out of it. Mike was just saying how no one would do it and just wait for it to be over. That being said, you can still make it relatively safe by DHCing into it. Catellites will become less favorable since you no longer gain meter during it.
Anyway, on topic. Just posting my suggestion that I mentioned in the first stream that Mike addressed. Inputting Mortuary Drop on the assist input screen would cause Back Throw to come out if you didn’t hold back.
They’re not the same, yes if you add three frames to the recovery and you subtract three frames frames from startup you’ll net the same amount of frame advantage but in a game like skullgirls that means almost nothing. Here is what it actually means: Peacock can teleport 3f faster than she could previously have, however when she pops out, she has to wait 3f longer to do something, which means you’re more boned than you used to be. However with the 3f faster startup you can probably teleport out of supers like parasoul’s silent scope on reaction. Also you can probably negate the 3F recovery with a super cancel, however I’m not a peacock player and I don’t when/where/if at all that is possible. No offense to you and I don’t mean to sound like I’m attacking you but I’d prefer it if we had correct information on SRK. I sincerely apologize and I don’t mean to derail the thread.
My suggestion: It’s rather character specific after seeing the new patch notes and maybe mike z could answer it: Pertaining to Valentine, her level 3 is now faster and the animation can now be skipped, which is wonderful. However one of my favorite tricks with her level 3 is applying purple poison then cancelling that into her level 3. It works wonders as most of my friends play solo characters and I play valentine/parasoul. It changes the damage from a solid 5k to at least 7500 if the animation finishes in a 2v1 scenario. However if the animation will be faster/skipped my concern is that the level 3 will be finished before the poison runs it’s course therefore leaving an opponent in a situation where they potentially have less than 10% life and an application of poison after I wasted a level 3/poison which normally would have killed them if the animation had finished but either my opponent killed them or I hit the punch button. The easiest way around this would be to make valentine automatically deal the remaining “flat” purple poison damage upon the “hit-grab” part of the level 3. This way if it k.o.s the opponent she can do the izuna drop and end it there, if it doesn’t then go into the full animation. I’m not an animator/programmer and I understand that this is probably going to to take a lot of resources better spent doing more important things. That’s why I made the tl;dr.
My tl;dr suggestion/fix: Make valentine’s level 3 automatically consume the applied purple poison and do the remaining flat damage immediately. Reason being: New patch makes valentine’s level 3 faster and gives the player the option to skip the animation, purple poison xx level 3 deals a good amount of damage during the izuna drop and the animation.
-What about adding numerical values with the stun bars. The color and bar size is nice and all but sometimes its hard to tell stun time.
-Selecting you starting character during loading screens would be nice. A good mixup to starting strategies.
-Situational trials, like how to capitalize on push blocking enemies, air/jumping strategies like block recovery and grab escape punishing, or properly using your assists (continuing combos, enemy counter pressure solutions [even using your assist as a shield], team synergy [like what moves compliment what chars]).
-Shortening Match start time, like gg or bb. (Mike mentioned it on stream)
-Adding a second button or motion to recca moves and the like on assist moves, maybe even an extra second or half second on negative edge moves or charges.
I’ll probably think of other stuff in a few.
[edit]
Oh! what about player analysis, like what each individual player needs to work on.
Might be doable, i think all you have to do is make a statistical system for every one, i guess kinda like mvc3s stat wheel.
And you can always make quotes on it like if you don’t block enough it could say "nice blocking with your face!"or like if you keep getting your assists killed “Don’t worry, I’m right behind you.”
This runs into the notable danger of splitting the community up. What if some tourney orga says “I preferred combo heavy SkullGirls, we’ll go back to 1.00 with the old IPS” and then 1/3rd of the community prefers that and half the tourneys are played in 1.00 version with the other half being played in 2.07?
Dear god this. Even though English is my first language it still bodies me hard with shit like this. Exit Game = Exit to Dashboard some of the times just like Y is sometimes a vowel.
Dunno if it has been requested but I really would like a Two PLayer team mode, similar to SFxT. Me and my friend are really huge rivals and we compliment on each other’s skills well. It would be cool to be able to make a Team with me and him on the same squad, vs other people. Might be really fun for 2v2’s, 3v3’s etc.
I would love to see a DLC combo channel option. Something where I can see someone do an amazing combo in a match or on Youtube, and then download the inputs into training mode through a menu that saves combo’s by amt. of hits, character, who uploaded, team etc. This would probably be too much work for the game at this point, but I’d love to get the idea in the developer’s heads so we can eventually enjoy this feature someday, somewhere. This mode would be especially great for people that love doing all the trials in fighters but eventually max out on the developer one’s even though new combos are discovered every day, years down the line.
Here’s a link to a FB group if you were interested in more details. (This is not a plug ps. I don’t even check that group, I’m just posting to better explain the idea).