What DLC character don't you want to see?

Am I the only person who finds Isaac’s gameplay mechanics insanely convoluted and hard to understand? I guess I’m just dumb but there are so many questions I have in regards to that character and how he works I am entirely put off of the idea of him being playable. I don’t really like his design either.

It’s not that I don’t appreciate depth, but he honestly seems rather beyond me at this point. I don’t think I’d be able to play a character like him so I wouldn’t vote for him.

Anyone that isn’t Panzerfaust, Black Dahlia, Squigly, and Hive.

Brain Drain would be sweet too.

Yeah, I had a lot of questions about how it would work too. I made a thread on here about it (starts with Mike Z, just scroll a bit on the Skullgirls forum). I really like thinking about this kind of stuff, so I’d like to hear your questions

I don’t have a question but an actual complaint. Time travel based supers and attacks have been done before, even in MvC2. I believe the best implementation was Arcana Heart 3’s time groove. However the Skullgirl’s version of time travel attacks seem the be the weakest version ever implemented in a fighting game.
It reminds me a lot like Vega in Street Fighter games where he can get his claw and face mask knocked off and he has to stop the fight to go run and pick it up.
Vega: “Hey guys time out! I lost my claw, stop hitting me, I said time out!”

I hope they learned their lesson from Ms. Fortune’s to reduce the drawbacks of a character who’s tied to their mechanic to deal damage. Originally Ms. Fortune’s head could take tons of damage and couldn’t block attacks, but they fixed that later.

Aeon’s universal time tricks, like reversing time and copying states onto the play-field far outclass Isaac, it’s just that Isaac was hyped by Mike.

But saying AH3 toki was great… not really. it was just what that guy did in that delayed shoryuken vid. Right now, Isaac looks convoluted to me, but that’s because I’m biased as heck for several other characters :stuck_out_tongue:

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Care to elaborate on some of that? I can’t think of any time-based character in MvC2 that actually used time-manipulation in attacks. The time ability in AH3 only had one function – stop, which froze the opponent, and speed up, which made the player faster. Isaac’s time travel is actually time travel, which seems way more advanced than any other time-related fighting game character. Also, I’m not really getting the Vega comparison here…

Also, Fortune’s mechanic hasn’t been changed by patches except for some bug fixes. Her head was never able to block attacks and it still can’t. It takes reduced damage from attacks, but can’t die from being hit. It’s always been like that.

I don’t know. I guess I hope that Isaac doesn’t win, because balancing him is going to be an enormous challenge and I think going with a more “safe” option is a better idea. Same goes for Aeon and anyone else that sounds really insane. Otherwise, I’m kinda stumped because everyone’s pretty cool.

She’s wearing a generic prison uniform, blond hair, and handcuffs. That’s the extent of looking like Cody. I think being a ten foot tall shapeshifting giant will differentiate her enough for anyone watching.

The Vega comparison was just flat out bizarre. Mike pointedly said Isaac would bring a bunch of time manipulation mechanics that are actual time manipulation unlike the slow down method every game has relied on so far. So aside from that I’m wondering what this person is thinking of as well.

I’m kind of not sure what you mean here. Not only is he nothing like Isaac so far, but I don’t think Vega falls apart when he loses the claw. His wall dive mix-ups should be intact. Also Fortune still takes plenty of damage if you attack the head and especially if you hit the body and head at the same time.

Isaac basically gets access to another assist by use time travel. I think (not 100%) on the stream last night Mike said that Isaac would have much startup or recovery on calling himself. He could even just be blocking the hole time while his future self attacks. He could potentially have awesome space control or pressure with something like that, so him having a vulnerable period afterward might be a way to balance out having a a lot of options during the match (it’s a similar idea to why Akuma always has low health in SF).

I’m not trying to insult you I just don’t know exactly what you mean

Isaac’s gimmick is conceptually interesting but the problem is execution. It just sounds too convoluted for it to be pragmatic. Granted I’m basing this on that prototype vid with Cerebella, but I wasn’t impressed. The time travel just looks like a gimmick for its own sake. I can see several ways it can backfire on Isaac but I can’t really imagine what kind of advantage it offers.

No advantage? He gets an extremely low start up attack that leaves him able to act during it. It’s like having sonic booms you don’t have to charge, as long as you can set up a safe period after(via an assist, some kind of lockdown move, or maybe just a move with lots of knockback)

Yes, because MikeZ would be excited in a character that uses time travel as solely as a gimmick that completely backfires, and has no advantages.

sarcasm

You guys need stop assuming that Mike Z could do no wrong. The original pre-patch Skullgirls was not that good. Headless Ms. Fortune took a ton of unblockable damage, Peacock had near infinite meter, and everybody had Double’s hornet bomber as an assist.
Assuming that Mike Z is going to implement Isaac’s mechanic flawlessly is as foolish as assuming that Isaac would be completely broken. He’s most likely going to fall somewhere in the middle.

And yet nobody is assuming this.

When has ANYONE said this?

Nobody is saying Mike is going to do a perfect job. We are just saying why we think Isaac time travel moves could be good.
Also Prepatch Skullgirls was pretty good (in my opinion) and Ms Fortune was really good in it.

What is this Ms. Fortune stuff you keep bringing up? Ms. Fortune’s mechanic hasn’t changed from pre-patch, and she never had a problem taking “a ton of unblockable damage”. She was good pre-patch and she’s good now. Actually, she’s slightly nerfed now because IPS and some tweaks make her bite loops weaker and thus her ToD tech is more situational.

If you guys think the pre-patch Skull Girls was good then clearly we’re not playing the same game, and I’m wasting my time posting here.

I’m sorry but no, everyone looks at her and sees Codette. An orange overall is my idea of a prison uniform.

Totally; you should be playing something else instead, regardless of whether or not pre-patch SG was broken as heck.

Pre patched Skullgirls was freaking awesome, I guess haters are gonna always hate. In hindsight I’m glad we don’t have as long of combos, but there were many things in the pre patch I preferred.