4.3 is finally on the horizon. So let’s talk about all the exiting new fighter buffs that are sure to be announced in the coming days. Painwheel- Blood drive So now that Blood drive’s new SA has been announced how do we feel about it? Her old SA: Transfusion 1: 5% chance on hit to inflict BLEED on self and HEAVY BLEED on opponent for 10 seconds 2: Also gain ENRAGE for 6 seconds for every BLEED effect applied to Painwheel. And her new SA, based on what we can see and have been told on Twitter: New Transfusion- Same SA1 1: 5% chance in hit to inflict BLEED on set and HEAVY BLEED on opponent for 10 seconds 2: convert every BLEED effect into ENRAGE for 20(?) seconds when using a blockbuster I personally feel that this will make her a much much better fighter. A glass cannon that self bleeds? Ouch. This buff will make her much safer to play and more enjoyable too. No need to worry about death in 10 seconds. Though I would like it if she converted all debuffs a into enrage, like scarlet viper, instead of just bleed. I estimate the ENRAGE gained is around 20 seconds as the Twitter says it lasts for long time, it could be 15 seconds though. Eliza- Mummy Dearest Old SA Absolute Domination 1: Using a SPECIAL MOVE sacrifices 20% of all teammates’ current HEALTH to gain 50% BLOCKBUSTER METER and HEAVY REGEN for 10 seconds. 2: Gain BLESSING for 30 seconds when entering SEKHMET MODE, New SA Absolute Domination- same SA2 1: Using a SPECIAL MOVE sacrifices 20% of Eliza’s current HEALTH to gain 50% BLOCKBUSTER METER and HEAVY REGEN for 10 seconds. 2: Gain BLESSING for 30 seconds when entering SEKHMET MODE. We’ve been waiting for a Mummy dearest buff since the day she was announced, it seems, and now we have it. The change to only remove your own health is much better as she can’t murder her own teammates now. I feel there should be some sort of logic system in place for fighters like Squigly Bio-Exorcist which stops them from using parts of their SA that allow for accidental teammate death. We certainly can’t have a diamond fighter of all things that kills itself AND it’s teammates. Now if only we could Eliza time stall again.... Big band- Robo Copy Old SA Dead or Alive 1: Defeating an opponent grants 2 stacks of ARMOR and ENRAGE for 10 seconds 2: Also gain 50% meter for all BLOCKBUSTERS New SA Dead or Alive -Old SA’s 1 and 2 merge 1: Defeating an opponent grants 2 stacks of ARMOR and ENRAGE for 15 seconds, also gain 50% meter for all BLOCKBUSTERS 2: Once per match when sufferings a fatal hit, big band gains 3 stacks of ARMOR for 15 seconds and 3 stacks of BARRIER I feel what was holding big band robocopy back before he got the buffs was the fact that you had to be able to kill the enemy before your SA’s would trigger. Now there are other fighters that do this but usually they only have one SA related to killing the opponent and the other is usually reliant on buffs or how many fighters are dead on the field. Giving big band robocopy a chance to withstand a killing blow will not only keep him alive but fill his meter sufficiently in the process, allowing for easier execution of his SA 1. It should be noted how simple some of the original fighters SA’s are compared to today’s new fighters . If untouchable peacock was released today, she most certainly would have her old SA 1 and 2 combined, with a new SA2 focusing on when she has unflinching. Of course all of this can be undone with curse, but that’s the same for every fighter. Robo Fortune - M-30W Old SA Far Far Away - Gain INVINCIBILITY for 5 seconds when far away from the opponent - Headrones do 50% more damage wen far away for the opponent New SA (not reliant on head-drones) Far Far Away - Gain INVINCIBILITY for 5 seconds when far away from the opponent - attacks do 50% more damage when far away from the opponent From memory it seems that they just shifted the focus away from the head drones and more into far away ness. This should make her better, but the fact that both her SA’s rely on her being far away is still a disadvantage. I think to truly make her better she needs to have an SA unrelated to being far away. Maybe like SA1 increase damage and gives invincible and SA2 inflicts Curse/bleed if Robo fortune has invincibility. Your not always gonna be far away from the opponent, so it would be nice if the invincibility lasted a bit longer. Big Band - Mega Sonic (he’s a gold not diamond) Old SA Chip tuned 1:When blocking a hit, reduce damage taken by 75% and gain ENRAGE for 10 seconds. one ENRAGE stack is removed on the next successful hit 2: While benefiting from ENRAGE, 50% of the damage dealt is regained as health. New SA (added thorns to SA1) Chip tuned 1:when blocking a hit, reduce damage taken by 75% and gain ENRAGE and THORNS for 10 seconds. One ENRAGE (and thorns?) stack is removed on the next successful hit 2: While benefiting from ENRAGE, 50% of the damage dealt is regained as health Still sucks that enrage is removed on the next hit, but I guess that’s really the only way to even things out when you gain enrage so fast like MegaSonic does. The addition of thorns is sure to be a big help and fits well with his color scheme. One must wonder if we will ever get fighters like lock-ness (Gold Light fillia) that have the thorns ability built into their SA. Something that can’t be taken away by Curse. Ms. Fourtune - Feline Lucky Old SA (filler) 1: Gain 3 stack(s) of PRECISION every 7 seconds 2: 2% chance on CRITICAL HIT to gain IMMUNE, INVINCIBLE, FINAL STAND, and UNFLINCHING for 25 seconds. New SA ( SA2 occurs when hitting AND when hit) 1: Gain 3 stack(s) of PRECISION every 7 seconds 2: 2% chance on CRITICAL HIT, or when hit by a CRITICAL HIT, to gain IMMUNE , INVINCIBLE, FINAL STAND, and UNFLINCHING for 25 seconds This is one of my favorite niche fighters. This buff is sure to make her better on defense teams. It’s still has a very small chance of happening, but if it does your likely to be in quite a lot of trouble. Icing on the cake would be removal of all debuffs on SA activation. That way only hex would be able to stop her and curse would be be in a rare state of uselessness. It’s only fair considering the low activation rate. I believe that Feline lucky is a perfect example of how complicated SA’s should be done. The first SA should be something easy to start that is always reliable. The SA2 can be something that requires a bit more tactical mind to use. That way the fighter is still usable, even for the most inexperienced of players. Robo Fortune -Blue Bomber There’s already two big bands and robo fortunes on this list, what does that say about those fighters? That they have more of the suckier SA’s? Regardless buffs are always appreciated. Especially for the armor break. Beam and energy attacks come every so often, but it’s good to have Armor Break last longer should you not be able to trigger the SA. That’s all for now but I’ll update this post when they reveal more fighter tweaks.As we don’t have the official SA modification form yet these SA changes are guesses for the time being. The numbers in particular probably aren’t exact. What do you guys think of the changes?