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Characters Buff suggestions for poor character abilities

Aoskull

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This time, I will post about adjustments to character abilities that are not as blessed with performance as others. If you have better idea, feel free to comment here!

The hole idea (Peacock)
The hit will ignore opponent's UNFLINCHING, THORNS, EVASION and AUTO BLOCK.
Reduced gaps after coming out of the ground
Can be canceled by BB regardless of hit or guard

- The hole idea is useful for starting combos, but if it's blocked or avoided, it will definitely result in a counterattack, making it less practical. By adding the same effect as Deadeye to hits, it will be useful as a counter against opponents with troublesome buffs.

- 11/25 update: Delete armor break and add gap reduction, BB cancellation

Flight risk (Painwheel)
Violet Grudge and Buer Thresher can now be activated while flying
Increased opponent’s stiffness of tap attacks and forward swipe attacks on hit
Tap attack and forward swipe attack can now be canceled by Violet Grudge and Buer Thresher

- Flight Risk is almost completely useless except for throwing attacks, so it needs to be significantly buffed. First, you will be able to activate Violet Grudge and Buer Thresher while flying (these are originally aerial moves).This will allow you to attack while avoiding enemy ground attacks.

- Also, the weak Tap Attack and Forward Swipe Attack can now be canceled by Buer Thresher and Violet Grudge. In addition, the opponent's stiffness when both attack hits will increase to allowing more combos. This adjustment will make both attacks really versatile than ever before.

Transmuting (Double)
First activation interval is reduced from 1 second to 0.5 seconds
Each time you fail to change into an Elemental Advantage, your next chance of gaining Elemental Advantage will increase by 5% (The chance will reset after you changed to an elemental advantage)

- Transmuting is an ability that really depends on your luck. The activation is also slow, it takes considerable technique to make the most of this ability.

- By reducing the time it takes to first transmutation by half, subsequent transmuting will become smoother.This will give Rainbow, Jawbreaker, and Chaos Theory a massive buff (that's why I only applied it to the first transmuting). This also allow for the "little guard" tactic to be used for transmuting when you are in a pinch.

- Also, it would be good to add bad luck protection imo. This makes her element management easier and greatly increases the usefulness of elemental advantage variants or Chaos.

-11/28 update: change 10% to 5%


Headrone (Robo Fortune)
Slightly reduced the activation time of headrone ejection

- The ability itself is not so weak, but it starts up slowly and is a little hard to stack. By making the Headlone ejection activation time a bit sooner, it should be easier to stack than before, purely increasing its usefulness. It's even easier to stack during Circuit Breaker!
 
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This time, I will post about adjustments to character abilities that are not as blessed with performance as others. If you have better idea, feel free to comment here!

The hole idea (Peacock)
The hit will ignore opponent's UNFLINCHING, THORNS, EVASION and AUTO BLOCK. On hit, inflict ARMOR BREAK for 10 seconds.

- The hole idea is useful for starting combos, but if it's blocked or avoided, it will definitely result in a counterattack, making it less practical. By adding the same effect as Deadeye to hits, it will be useful as a counter against opponents with troublesome buffs. Also, by adding Armor Break, it will be able to slightly boost your firepower during combos.
Hey there, I was thinking of posting a remake for The hole idea as well. The ability has a lot more problems than just dealing with debuffs or lack of applying any debuffs itself. But I will agree that allowing it to ignore UNFLINCHING, EVASION and AUTO BLOCK is definitely a step in the right direction. Peacock already has a source of Armor break, either in Special Moves or Variants, so this would take away from that, so I'm against giving this ability Armor Break capabilities.

Headrone (Robo Fortune)
Slightly reduced the activation time of headrone ejection

- The ability itself is not so weak, but it starts up slowly and is a little hard to stack. By making the Headlone ejection activation time a bit sooner, it should be easier to stack than before, purely increasing its usefulness. It's even easier to stack during Circuit Breaker!
Activation frames are fine I think. It's the recovery frames that end up getting you killed. In any case, I fully support improving the frame data on this move
 
This time, I will post about adjustments to character abilities that are not as blessed with performance as others. If you have better idea, feel free to comment here!

The hole idea (Peacock)
The hit will ignore opponent's UNFLINCHING, THORNS, EVASION and AUTO BLOCK.
Reduced gaps after coming out of the ground
Can be canceled by BB regardless of hit or guard

- The hole idea is useful for starting combos, but if it's blocked or avoided, it will definitely result in a counterattack, making it less practical. By adding the same effect as Deadeye to hits, it will be useful as a counter against opponents with troublesome buffs.

- 11/25 update: Delete armor break and add gap reduction, BB cancellation

Flight risk (Painwheel)
Violet Grudge and Buer Thresher can now be activated while flying
Increased opponent’s stiffness of tap attacks and forward swipe attacks on hit
Tap attack and forward swipe attack can now be canceled by Violet Grudge and Buer Thresher

- Flight Risk is almost completely useless except for throwing attacks, so it needs to be significantly buffed. First, you will be able to activate Violet Grudge and Buer Thresher while flying (these are originally aerial moves).This will allow you to attack while avoiding enemy ground attacks.

- Also, the weak Tap Attack and Forward Swipe Attack can now be canceled by Buer Thresher and Violet Grudge. In addition, the opponent's stiffness when both attack hits will increase to allowing more combos. This adjustment will make both attacks really versatile than ever before.

Transmuting (Double)
First activation interval is reduced from 1 second to 0.5 seconds
Each time you fail to change into an Elemental Advantage, your next chance of gaining Elemental Advantage will increase by 10% (The chance will reset after you changed to an elemental advantage)

- Transmuting is an ability that really depends on your luck. The activation is also slow, it takes considerable technique to make the most of this ability.

- By reducing the time it takes to first transmutation by half, subsequent transmuting will become smoother.This will give Rainbow, Jawbreaker, and Chaos Theory a massive buff (that's why I only applied it to the first transmuting). This also allow for the "little guard" tactic to be used for transmuting when you are in a pinch.

- Also, it would be good to add bad luck protection imo. This makes her element management easier and greatly increases the usefulness of elemental advantage variants or Chaos.


Headrone (Robo Fortune)
Slightly reduced the activation time of headrone ejection

- The ability itself is not so weak, but it starts up slowly and is a little hard to stack. By making the Headlone ejection activation time a bit sooner, it should be easier to stack than before, purely increasing its usefulness. It's even easier to stack during Circuit Breaker!
I agree with you, especially in the hole idea area. That move needs to be buffed because you can get easily punished if the attack is missed. Also, the 10% on double elemental advantage is a bit much. For variants like Rainbow blight, we need a constant shuffle of elements in order for her SA to be maximized. If after a certain number of times, elemental advantage is gained, it likely limits the element she transmutates into reducing reliability on buff and debuffs control. About 5-7% chance to gain elemental advantage is enough because from what you explained, the chance is stacked
 
I agree with you, especially in the hole idea area. That move needs to be buffed because you can get easily punished if the attack is missed. Also, the 10% on double elemental advantage is a bit much. For variants like Rainbow blight, we need a constant shuffle of elements in order for her SA to be maximized. If after a certain number of times, elemental advantage is gained, it likely limits the element she transmutates into reducing reliability on buff and debuffs control. About 5-7% chance to gain elemental advantage is enough because from what you explained, the chance is stacked
- Make sense. There are variants such as Xenomorph or Darkness, that have abilities that activate when they transform into non-elemental advantages, which makes it little harder to activate. Maybe 5% is fine. Thanks, man!

- Also, Rainbow is kinda weak right now, she should get buffed imo. I’ll post the buff suggestion later
 
- Make sense. There are variants such as Xenomorph or Darkness, that have abilities that activate when they transform into non-elemental advantages, which makes it little harder to activate. Maybe 5% is fine. Thanks, man!

- Also, Rainbow is kinda weak right now, she should get buffed imo. I’ll post the buff suggestion later
Sure bro