• [2018/06/22]
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Characters Buffing a variety of fighter variants.

Thesmellofman

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May 15, 2024
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These are my ideas to get most of these really bad fighter variants somewhat more viable and actually worth investing in. I would love to discuss these ideas with anyone to maybe help fix these fighters in a future patch.
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(OLD SM1)
Once per match while Valentine is alive, teammates gain HEAVY REGEN for 5/7/10 seconds when dropping below 25% health.

(OLD SM1)
Once per match when defeated, RESURRECT with 15/25/50% HEALTH.

(NEW SM1)
Once per match while Valentine is alive, teammates gain HEAVY REGEN for 5/7/10 seconds when dropping below 25% health.

(NEW SM2)
Once per match when defeated, RESURRECT with 15/25/50% HEALTH and gain PERMANENT IMMUNITY and 1 stack of PERMANENT ENRAGE also gain 8/9/10 seconds of HASTE.

OR
(OLD SM1)
Once per match while Valentine is alive, teammates gain HEAVY REGEN for 5/7/10 seconds when dropping below 25% health.

(NEW SM2)
Once per match when defeated, RESURRECT with 15/25/50% HEALTH and gain and 1 stack of PERMANENT ENRAGE also gain 8/9/10 seconds of HASTE and IMMUNITY.

AD_4nXf7oSTpMRSoKWYEc6WXSrtTLdUjrqXjy3h7maJBwIhv9hy3W1jifzRNLKhvKSw6kWuGH4q6xbe44wAXW2-_LM46k9sEB9Q90NDVvMIF6cf1lYYeS35K7lvakgjlJgOXOWrS5YlH7Nqu-VnmHU2sZ5aQmz7z

(OLD SM1)
All teammates instantly recover 5/10/15% HEALTH when Valentine TAGS OUT.

(OLD SM2)
Teammates in reserve regenerate SCRATCH DAMAGE and gain BLOCKBUSTER meter
50/75/100% faster.

(NEW SM1)
All teammates instantly recover 5/10/15% HEALTH when Valentine TAGS OUT.
Teammates in reserve regenerate SCRATCH DAMAGE and gain BLOCKBUSTER meter
50/75/100% faster.

(NEW SM2)
When all teammates are dead, gain 5/10/15% HP and gain 2 stacks of REGEN for 10/11/12 seconds also 3/4/5% BLOCKBUSTER METER.
AD_4nXcgEVNNJBmmNemE1Bu6NUf6kj1TRu8QrIM9z-iaHYjEi-F0UEl9ZkgNj4IvlKy8PROmbI8EnwuFIKvIKjVXHHS-zdx0AKyqohOZILj_Rz3qQ_hzhdwcUhr5AdaH5-Cl08Gp6Gp04B_mt96xrhUThZoNuhsz

(OLD SM1)
All teammates TAG IN with ENRAGE for 10/12/15 seconds.

(OLD SM1)
COOLDOWN for TAG INS reduced by 25/35/50% for all teammates.

(NEW SM1)
All teammates TAG IN with ENRAGE for 10/12/15 seconds, also teammates gain 1 stack of PRECISION when tagging in.

(NEW SM2)
COOLDOWN for TAG INS reduced by 25/35/50% for all teammates.
While all teammates are dead, gain 1 stack of permanent ENRAGE.


AD_4nXcBS93cklI7V2tVf--7bU6OW5GYWzhxfgJnnBWsYHvD5XpvOrHLNBGtCOlN-PXfEyluahC1Cps44CyGPnQleBD5H2_GL9ZuQo3oF2quuBpRTKnUYfeAVHme1vd7YFVbbKzj34X5L-8ZejSqmbUXH-vexDdo

OLD (SM1)
5/10/15% chance of getting HIT to avoid all damage (also applies while blocking).
OLD (SM2)
Also gain UNFLINCHING for 4/5/6 seconds.
NEW (SM1)
5/10/15% chance of getting HIT to avoid all damage (also applies while blocking).
Also gain UNFLINCHING for 4/5/6 seconds.
NEW (SM2)
When you or a teammate tags in they gain ONLY one stack of armor for 8/9/10 seconds and their next attack has a 50/75/100% chance to inflict CRIPPLE for 7/8/9 seconds.
AD_4nXeYgenPJlr0G5Sln82iM2WyL4ICNGVdOlegEAtPMv9rdce8629oieaD94RotdOfDE1mr5w6vRS9sHG3kjKLW4DLPAFTUPNF5bvf_5qLceuBdRy3QdXejaYcrQgJCk00onGDku4-hfSCiM7Hd8JOhRU9BKwx

OLD (SM1)
Inflict a random DEBUFF for 3/4/5 seconds when using a SPECIAL MOVE.
OLD (SM2)
If the opponent is suffering a DEBUFF when Peacock is defeated, the opponent's HEALTH is reduced by 25/35/50%.

NEW (SM1)
Inflict a random DEBUFF for 5/6/7 seconds when using a SPECIAL MOVE.
NEW (SM2)
If the opponent is suffering from any DEBUFFS when defeated, Peacock gains 1/2/3 random buffs for 6/7/8 seconds and 1 stack of ENRAGE for 5/6/7 seconds. If the opponent is defeated when no debuffs are inflicted onto them upon death Peacock gains 3/4/5 stacks of PRECISION and 1 stack of ENRAGE for 5/6/7 seconds.

OR
NEW (SM1)
Inflict a random DEBUFF for 5/6/7 seconds when using a SPECIAL MOVE.

NEW (SM2)
Peacock gains 1 stack of ENRAGE for 3/4/5 seconds for every debuff inflicted. If the opponent is suffering from any DEBUFFS when defeated all special moves are reset.

AD_4nXf9RwmMd-bIK6jAbthL_SudQhl5lJc1S80mJccqRLL8hemMThs63-imibkTd8L1xlPusyuExuDlsr1Gs5MhwaLgXsVraaArAJl7lE6Y9-j6M3KVDdNSkFLJdjhHFHiQYJMO6XFs5BhqXtx_VwrvYx8P8jbz

OLD (SM1)
Getting HIT has a 15% chance to inflict ARMOR BREAK for 10 seconds and grant 3/4/5 stacks of PRECISION and 1 stack of EVASION.
OLD (SM2)
While Peacock is alive, enemies have 50/60/75% reduced CRIT RATE.

NEW (SM1)
Getting HIT has a 15% chance to inflict ARMOR BREAK for 10 seconds and grant 3/4/5 stacks of PRECISION and 1 stack of EVASION.

NEW (SM2)
While peacock is alive all teammates have a 10/15/20% increased crit damage.

AD_4nXeyb6PKtCql43e8maTa0kjVVN6epLcE8xVbdinMooYeqke02nirulAbrSe1lxR2R69Hbi37eGyUfk36OgFu_1a6siq8_lLqVSGs8HRUQgFrSoWvUEp2sr9Dbyy_yD7y0kC7kWInbCZt8q4bo45Q_V_Sew6S

(OLD SM1)
When suffering a CRITICAL HIT, inflict BLEED for 10/12/15 seconds.
(OLD SM2)
25/35/50% chance on HIT to inflict BLEED for 3 seconds if the opponent is suffering BLEED

(NEW SM1)
When suffering a CRITICAL HIT, inflict BLEED for 10/12/15 seconds.
(NEW SM2)
25/35/50% chance on HIT to inflict BLEED for 3 seconds also if the opponent has ARMOR inflict HEAVY BLEED for 3/4/5 seconds.
When at 40% HP gain 3/4/5 seconds of UNFLINCHING and 1 stack of ARMOUR for 8/9/10 seconds.



AD_4nXcPzTXDhc0qphIQwvZxoAzZFmOpcVLDKAXqR-P5tbx78u1veT-r_ow4TAwc70WF6x6tsdZO1ZJsQf4sYNSBWb9JhJW4lnb61E02Cc3ibvancoZqyXk1PePV4p6_QoCPiYVyT7Du-YVBjZ_o0h2TxqYNBSU


(OLD SM1)
15% chance when landing a BLOCKED HIT to inflict ARMOR BREAK and POWER SURGE for 10/12/15 seconds each.
(OLD SM2)
After 5 seconds while on Fukua's side of the stage and while not STUNNED, opponents lose all current BUFFS and suffer FATIGUE for 15/13/10 seconds

(NEW SM1)
15% chance when landing a BLOCKED HIT to inflict ARMOR BREAK and POWER SURGE for 10/12/15 seconds each.

(NEW SM2)
After 5/4/3 seconds while Fukua's is on either side of the stage and is KNOCKED DOWN, opponents lose all current BUFFS and suffer FATIGUE for 15/13/10 seconds

AD_4nXd3OmM20GoDp3ktu5Cd8ZMEQ88yc8iDvrTpa4z6_mJBkyikFt7_kXZD1KTxCDLvfquzuCwWfkTuIhuvI1bO5LRjGvBS9sZmhRr8t0ZDcqzwZnq27M2Y4vm7lmTN5KMapUOewGiGl1_lUqtkZaRsHZB08QmE

NEW (SM1)
Gain ENRAGE upon landing a critical hit. ENRAGE lasts for 8 seconds. While enraged, there is a 30% chance to inflict DEATH MARK on your next attack. DEATH MARK lasts for 4 seconds.
NEW (SM2)
When reaching below 30% Hit points, gain HEAVY REGEN for 12 seconds and UNFLINCHING for 6 seconds.

(NEW SM1)
Gain ENRAGE every 0.3/0.2/0.1 seconds while charging a CHARGE ATTACK, ENRAGE lasts for 3/4/5 seconds and also gain 3 stacks of PRECISION and UNFLINCHING when at 5 stacks of ENRAGE, UNFLINCHING is removed after the next HIT. While landing a critical hit there is a 30% chance to inflict DEATH MARK for 8/9/10 seconds.
(NEW SM2)
When reaching 50% Hit points gain HEAVY REGEN for 10/11/12 seconds and gain INVINCIBLE for 6 seconds and 1/2/3 stacks of BARRIER. When INVINCIBLE is removed your next attack will inflict ARMOR BREAK for 6/7/8 seconds, also gain PERMANENT HASTE.


AD_4nXc19mH-NWJnRyu8zUTNagavkNoQUAXBGz37yxdAWlBLlNtub1pfUpVko9GwGX6x1cVZYHXUQTfBd4WIPuMeeJ47EOKtVydV41b0KFB2vGTSeYI6Ld_CSHcnLEzug58bBu-tnfIIJsyX_Ms3p9UNuGojj1cc


(OLD SM1)
On TAG IN, gain HEAVY REGEN and ARMOR for 5/7/10 seconds.
(OLD SM1)
On TAG IN, gain 20/25/35% BLOCKBUSTER METER.

(NEW SM1)
On TAG IN, gain HEAVY REGEN and ARMOR for 5/7/10 seconds.
On TAG IN, gain 20/25/35% BLOCKBUSTER METER.
(NEW SM2)
When all teammates are defeated gain 8/9/10 seconds of HEAVY REGEN and 1 stack of PERMANENT ARMOUR.


AD_4nXfcTx1Uxj_cC_ggHzOM9ar1xcQdDw3M2ar5zxACC5m1GGd-bnkB0GJdAhZABUlEpGSullT629SC54XkilmK499FrERr2ixwvSPr-X1MXFVAkbcj-9EVAc0JAfq3fOgU-iaBTKdIPmxSoe052H-OOsOGXD0

(OLD SM1)
While in STAR POWER MODE, each HIT blocked by the opponent has a 10% chance to inflict GUARD BREAK and SLOW for 10/12/15 seconds.
(OLD SM1)
BLOCKBUSTERS deal 25/35/50% bonus damage while in STAR POWER MODE.

(NEW SM1)
While in STAR POWER MODE, each HIT blocked by the opponent has a 10% chance to inflict GUARD BREAK and SLOW for 10/12/15 seconds.
(NEW SM2)
When at 50% HP gain 7/8/9 seconds of HASTE and DEAD EYE for 7/8/9 seconds also BLOCKBUSTERS deal 25/35/50% bonus damage while in STAR POWER MODE.
AD_4nXeHa5HyniHZaMWDjHzDm1stUxNkW71zQLHsxDCd0v2Xn5iVLCmiJtXgziuucHz20UcCKQph-qgdkj8aTRZStop4IQHj9GAGmNWgSfr6mRN7-R2nzX8JGuLsDJCMl7iv0Zuo4SJCYX18lj1S4h_7eGaqTHU

(OLD SM1)
Gain HASTE for 10/12/15 seconds when activating HYPE MODE.
(OLD SM2)
20% chance on HIT to gain ENRAGE for 5/7/10 seconds while benefiting from HASTE.

(NEW SM1)
Gain HASTE for 10/12/15 seconds when activating HYPE MODE.
(NEW SM2)
30/40/50% chance on HIT to gain ENRAGE for 5/7/10 seconds while benefiting from HASTE.
Also grabs inflict ARMOR BREAK for 5/6/7 seconds.


AD_4nXe8eD8EXDNnGScqyYDT1kv5MAUVpfoAn3CiyVlpOGmZGVY5L1l9a8OT969aWRUwRIqFBDJk86wC3xIgorh6e21Lpb_GERgPgKGyeMKiS_PsyCSYa3fWMIVfTDCQdTC6UDdOmDNioqLFcabBd_P926_TUt0f

(OLD SM1)
RESURRECT with 25% HEALTH and 5 stacks of ARMOR after being dead for 60/45/30 seconds. A stack of ARMOR is removed after every HIT suffered.
(OLD SM2)
Deal 50/75/100% bonus damage while benefiting from ARMOR.

(NEW SM1)
RESURRECT with 25% HEALTH and 5 stacks of ARMOR after being dead for 30/20/15 seconds. A stack of ARMOR is removed after every HIT suffered.
(NEW SM2)
SPECIAL MOVES and BLOCK BUSTERS grant 1 stack of ARMOR for 7/8/9 seconds, also deal 50/75/100% bonus damage while benefiting from ARMOR.

AD_4nXfbUWSQNu90Ghd77EPBIZx2TEv7Zt7IjfJWKkOo3H6R1si0OZktRV24QzI3qpAPnGHv5arSwhRA2ftbEbhztw51IisH-AteG4Mf05bpm51NSEpLnOEjN2jdFxAwUVirhjlC-KvEg4KkGPMQSipZfdu66LI

(OLD SM1)
Once per match, gain BLESSING and 3 stacks of ENRAGE for 5/7/10 seconds when falling below 35% HEALTH.
(OLD SM2)
While benefiting from ENRAGE, THROWS have a 50% chance to inflict BLEED for 5/7/10 seconds.

(NEW SM1)
Once per match, gain BLESSING and IMMUNITY for 5/7/10 seconds when falling below 35% HEALTH.
(NEW SM2)
When you or the opponent is knocked down gain 1/2/3 stacks of ENRAGE for 5/7/10 seconds also while benefiting from ENRAGE THROWS have a 50% chance to inflict BLEED for 5/7/10 seconds.
 
Last edited:
Hey, hope you are doing well. Imma give it a quick rundown:

Last Hope:
There aren't two variables in one SA if I remember correctly so let's count HASTE as fixed 10 seconds. Perma Immunity is really, really strong, this change won't be so healthy as it would be used not only in defense but also in offense. As she is a Gold unit which is more obtainable than a diamond I wouldn't ponder about it too long, I would suggest a slight nerf.

Scrub:
Again, so many variables in one SA. Also I don't quite understand how her SA2 works, especially the BLOCKBUSTER METER gain part. It would be really comical if she just gets extra 5% BB METER when her allies are dead. Also, she is a "teammate in reserve" type of character, giving her a "last one standing" SA doesn't really makes sense to me.

Rerun:
Already quite usable, I don't think she needs a buff. These buffs are so minimal that it actually looks funny. Might as well don't change anything really.

Untouchable:
Combining her current SAs is the correct choice, but her new SA2 is incredibly weird. I don't really understand what does inflicting CRIPPLE do here, as it is an really underwhelming debuff.

Wildcard:
A few more seconds on SA1 is enough. I'm not a fan of her current SA2 but your iteration is definitely not better as it is really chaotic to just look at.

That's All Folks:
No. You gave her mixed signature abilites which strips away her original identity completely. What is she exactly with this kit? Her SA1 is defensive, her SA2 is both supportive and offensive. She is a mess and her current niche good enough she doesn't need a rework.

Twisted Mettle:
Kinda weird but sure. Why does it inflict heavy bleed when OPPONENT has armor? Normally on offense you don't really utilize armor on any unit, it doesn't make sense.

Rain Shadow:
Sorry but wording on her SA2 is so bad I actually had a stroke reading that... But I can at least say I do not like what I am seeing there.

Heavy Handed:
Sure this would be an upgrade, but I think she would not really see more play than she does right now. This iteration would play like a remarkably downgraded X-Bot at best.

Bassline:
Again, a mess just like That's All Folks. Sure we don't really have a last slot Big Band, but this SA2 has nothing to do with his SA1.

Star Child:
Ok? Another negligible and weird buff.

Number One:
Aight.

Dead of Winter:
Ehh sure. SA1 buff is ok, this SA2 would give her quite the boost in terms of offense, I think she would feel a bit too like Heavy Metal. Not a big fan of the new SA2.

Salty:
Good. Umbrella suffered from having bad variants for quite a while, they are trying to balance this problem out by giving her decent golds (and death wish ofc) this SA2 is would be quite beginner friendly, immu on SA1 is decent too. Though one stack enrage is enough, as it is just to utilize the bleed anyways.
 
Hey, hope you are doing well. Imma give it a quick rundown:

Last Hope:
There aren't two variables in one SA if I remember correctly so let's count HASTE as fixed 10 seconds. Perma Immunity is really, really strong, this change won't be so healthy as it would be used not only in defense but also in offense. As she is a Gold unit which is more obtainable than a diamond I wouldn't ponder about it too long, I would suggest a slight nerf.

Scrub:
Again, so many variables in one SA. Also I don't quite understand how her SA2 works, especially the BLOCKBUSTER METER gain part. It would be really comical if she just gets extra 5% BB METER when her allies are dead. Also, she is a "teammate in reserve" type of character, giving her a "last one standing" SA doesn't really makes sense to me.

Rerun:
Already quite usable, I don't think she needs a buff. These buffs are so minimal that it actually looks funny. Might as well don't change anything really.

Untouchable:
Combining her current SAs is the correct choice, but her new SA2 is incredibly weird. I don't really understand what does inflicting CRIPPLE do here, as it is an really underwhelming debuff.

Wildcard:
A few more seconds on SA1 is enough. I'm not a fan of her current SA2 but your iteration is definitely not better as it is really chaotic to just look at.

That's All Folks:
No. You gave her mixed signature abilites which strips away her original identity completely. What is she exactly with this kit? Her SA1 is defensive, her SA2 is both supportive and offensive. She is a mess and her current niche good enough she doesn't need a rework.

Twisted Mettle:
Kinda weird but sure. Why does it inflict heavy bleed when OPPONENT has armor? Normally on offense you don't really utilize armor on any unit, it doesn't make sense.

Rain Shadow:
Sorry but wording on her SA2 is so bad I actually had a stroke reading that... But I can at least say I do not like what I am seeing there.

Heavy Handed:
Sure this would be an upgrade, but I think she would not really see more play than she does right now. This iteration would play like a remarkably downgraded X-Bot at best.

Bassline:
Again, a mess just like That's All Folks. Sure we don't really have a last slot Big Band, but this SA2 has nothing to do with his SA1.

Star Child:
Ok? Another negligible and weird buff.

Number One:
Aight.

Dead of Winter:
Ehh sure. SA1 buff is ok, this SA2 would give her quite the boost in terms of offense, I think she would feel a bit too like Heavy Metal. Not a big fan of the new SA2.

Salty:
Good. Umbrella suffered from having bad variants for quite a while, they are trying to balance this problem out by giving her decent golds (and death wish ofc) this SA2 is would be quite beginner friendly, immu on SA1 is decent too. Though one stack enrage is enough, as it is just to utilize the bleed anyways.
I was trying to fix the tag-in related variants to make them more useful when their teammates are dead, I wasnt trying to make them A or S tier just not a C tier fighter. Oh dang that was my rough draft for "that's all folks" I forgot to fix that, ill edit it in a bit. For Wildcard I was just having fun with the idea got a little carried away. And as for Rain shadow I was just trying to improve on what her abilities already did and tried to make it more useful. But I would like to hear your feedback on what you think should be changed to improve all these variants.
 
Noooooo don’t adjust That’s All Folks,man. I really like her sig2, and it’s her big charm imo. I’m using her in rift defense and won many times, seems to be a good defender! Actually she got adjusted many times and now has current sigs, so I strongly don’t think she need adjustments.

And for Untouchable, I think “ All teammate’s ACCURACY increases by 20/25/30%” is a good idea for her sig2!
This would enable her to play a major role as a strong supporter.
I love that idea, Honestly i agree she needs to be a support. And that was my first draft of thats all folks, i need to fix that in a bit
 
I got more time to reply, here is my thoughts.

Last Hope:
"There aren't two variables in one SA if I remember correctly so let's count HASTE as fixed 10 seconds. Perma Immunity is really, really strong, this change won't be so healthy as it would be used not only in defense but also in offense. As she is a Gold unit which is more obtainable than a diamond I wouldn't ponder about it too long, I would suggest a slight nerf."

I agree maybe I over stepped a little bit, so I did tweak it, refresh the page if you're still interested.


Scrub:

"Again, so many variables in one SA. Also I don't quite understand how her SA2 works, especially the BLOCKBUSTER METER gain part. It would be really comical if she just gets extra 5% BB METER when her allies are dead. Also, she is a "teammate in reserve" type of character, giving her a "last one standing" SA doesn't really makes sense to me."

Scrub is a tag in based fighter, when she is alone she is useless, this gives her a chance to survive. and maybe a slight buff for the blockbuster percentage could help a bit more. She is Bronze i didn't want to over tune her.

Rerun:

"Already quite usable, I don't think she needs a buff. These buffs are so minimal that it actually looks funny. Might as well don't change anything really."

Re run needs a bit of a buff, again when all her teammates are dead she is useless, this would make her survive on her own and the precision is a slight tag in bonus. I don't agree that the buff so little that she shouldn't get a it, anything helps. She is currently struggling and needs a little boost.

Untouchable:

"Combining her current SAs is the correct choice, but her new SA2 is incredibly weird. I don't really understand what does inflicting CRIPPLE do here, as it is an really underwhelming debuff."

The Cripple is a enrage counter, and would make the opponents struggle to defeat her if they have cripple and with her current abilities. I wanted to give the name "Untouchable" purpose, because you wont be able to really hurt her if crippled and with all of her armor.

Wildcard:

"A few more seconds on SA1 is enough. I'm not a fan of her current SA2 but your iteration is definitely not better as it is really chaotic to just look at."

I was having fun and tried to give the essence of a "Wild Card" so if you use strategy you get rewarded, but you get a bit unlucky or sloppy you can still get rewarded. I did add another option on this post, check it out if you're interested.

That's All Folks:

"No. You gave her mixed signature abilites which strips away her original identity completely. What is she exactly with this kit? Her SA1 is defensive, her SA2 is both supportive and offensive. She is a mess and her current niche good enough she doesn't need a rework."

Eh, I kept her first abilities, and I thought it would be more fun to make her a Defensive support.

Twisted Mettle:

"Kinda weird but sure. Why does it inflict heavy bleed when OPPONENT has armor? Normally on offense you don't really utilize armor on any unit, it doesn't make sense."

Does it need to make sense to have fun? but also there is a few starter fighters that use armor this would give a unique take on a water variant fighter.

Rain Shadow:

"Sorry but wording on her SA2 is so bad I actually had a stroke reading that... But I can at least say I do not like what I am seeing there."

um ok...? I did fix the grammar issue but I believe this could be a good way to make Rain Shadow feel like a threat on defense.

Heavy Handed:

"Sure this would be an upgrade, but I think she would not really see more play than she does right now. This iteration would play like a remarkably downgraded X-Bot at best."

A buff is a buff, my goal was to make her at least an A tier. And this Cerebella not Robo Fortune. two entirely different characters.

Bassline:

"Again, a mess just like That's All Folks. Sure we don't really have a last slot Big Band, but this SA2 has nothing to do with his SA1."

Again he is a tag in fighter when his teammates all die he is useless, this helps him survive.

Star Child:

"Ok? Another negligible and weird buff."

Weird can be good, The dead eye was kinda out of left field but my point is she needs another buff, possibly it could be regen.


Number One:

"Aight."

Hooray :D

Dead of Winter:

"Ehh sure. SA1 buff is ok, this SA2 would give her quite the boost in terms of offense, I think she would feel a bit too like Heavy Metal. Not a big fan of the new SA2."

Eh, give it a chance, this paired with Harley Quinn would be pretty good.


Salty:

"Good. Umbrella suffered from having bad variants for quite a while, they are trying to balance this problem out by giving her decent golds (and death wish ofc) this SA2 is would be quite beginner friendly, immu on SA1 is decent too. Though one stack enrage is enough, as it is just to utilize the bleed anyways."

Yes 1 stack of enrage is more fair.
 
Sure, if your design choice is to make up for the character's weaknesses, that's your call. As I cherry-pick my units depending on the situation, I don't really care if they have a backup plan in case things go south. I just would have preferred they did their niche better rather than having a little safety net.

As for Cerebella and Robo-Fortune not being the same character, you're correct. However, there's no limitation on who to use in important content. She doesn't really have something different that can maybe incentivize me to use her over X-Bot depending on the situation. This is mostly due to how weak Cerebella's current kit is and how simple yet effective X-Bot is.

Last Hope:
Sheesh, this guts her quite hard just before she gets a spotlight xd.

Wildcard:
Yeah this is way cleaner than the prior one and seems decent. Also this idea just came to my mind and wanted to add, what do you think about this SA2:

"COOLDOWN for SPECIAL MOVES is reduced by 3/4/5% for every debuff OPPONENT has."

Rain Shadow:
Ok so, what does "After 5/4/3 seconds while Fukua's is on either side of the stage" do really when you need to be knocked down for her SA to be activated. Where else you gonna be if not either side of the stage anyways. Sounds like a newbie crusher, it won't cause any problems in higher-tier rifts but could be problematic for those new, like how Curl Scout is currently. Looks alright to me as a defender.