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- Apr 15, 2021
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I haven't had the chance to try out all of the 5 variants that have an SA with this condition, I did use Chameleon Twist in the past and Ms. Trial recently and boy, it's just very inconsistent. Many times you'll intercept an opponent that's dashing at you and not proc your abilities which really, really sucks keeping in mind most of the time you ar eactively taking a risk to activate it.
I'm guessing what happens is you hit an opponent who's dashing and just before the dash attacks, cancels into some other action that's not blocking. While I think it's ok for the AI to block after dashing at you, I really don't understand what's the point in not considering a dash cancel into a jab as a "dashing opponent". It just makes these variants so, so much worse and that just sucks. Maybe the reason is something else I'm not seeing though, I'd love to be proven wrong, but I think the fact still is the same: this condition isn't consistent and needs a change.
Some ideas:
-Just change those variants to "hitting an attacking opponent". It won't trigger every time, but that's fine. Other variants use this condition and work okay.
-Change what's considered a "dashing opponent" to refer to a wider amount of situations.
I think either of those options should be enough, and fairly straightforward to implement. I see no reason to not change this, unless devs actually want these variants to be weak. If that is the case, I humbly ask you to please just rework them and then nerf them, it's horrible having so many variants with untapped potential due to undesired behaviour like this. Very similar to HH's situation. I really wanna emphasize I'd like the dev team to prioritize these stuff, specially if it's something easily fixable by changing the condition to an attacking opponent.
PD.: I really wanted to talk about Ms. Trial but decided it was best to open a new thread https://forum.skullgirlsmobile.com/threads/ms-trial-cant-be-as-good-as-she-should.19192/ .
I'm guessing what happens is you hit an opponent who's dashing and just before the dash attacks, cancels into some other action that's not blocking. While I think it's ok for the AI to block after dashing at you, I really don't understand what's the point in not considering a dash cancel into a jab as a "dashing opponent". It just makes these variants so, so much worse and that just sucks. Maybe the reason is something else I'm not seeing though, I'd love to be proven wrong, but I think the fact still is the same: this condition isn't consistent and needs a change.
Some ideas:
-Just change those variants to "hitting an attacking opponent". It won't trigger every time, but that's fine. Other variants use this condition and work okay.
-Change what's considered a "dashing opponent" to refer to a wider amount of situations.
I think either of those options should be enough, and fairly straightforward to implement. I see no reason to not change this, unless devs actually want these variants to be weak. If that is the case, I humbly ask you to please just rework them and then nerf them, it's horrible having so many variants with untapped potential due to undesired behaviour like this. Very similar to HH's situation. I really wanna emphasize I'd like the dev team to prioritize these stuff, specially if it's something easily fixable by changing the condition to an attacking opponent.
PD.: I really wanted to talk about Ms. Trial but decided it was best to open a new thread https://forum.skullgirlsmobile.com/threads/ms-trial-cant-be-as-good-as-she-should.19192/ .
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