• [2018/06/22]
    By using our forums, and our in-game services, you agree to be bound by our Privacy Policy found here:
    skullgirlsmobile.com/privacy

Other New Buff/Mechanic - Rebound

SvenZ

Active Member
Joined
Apr 10, 2024
Messages
359
Reaction score
190
Points
43
Rebound.png
REBOUND
Perform a back roll instead of getting knocked down.
Frame advantage is set to neutral.
Removes IMMOBOLIZE upon activation.​


To elaborate on how this works and how to utilize it.

Something missing from SGM, which is present in Second Encore, is ground tech. Essentially, immediately recovering in cases you would suffer a knockdown.

- Rebound in this case forces the character to perform a tech backwards, during which they have hit and throw immunity.
- A good number of variants have effects that trigger on knockdown. Either to gain a buff when knocking down an opponent or having their buffs removed when they themselves get knocked down. With Rebound the former will have their offense hindered, without the need of Curse, while the latter will have a way of retaining their buffs and snowball harder.

1735488387369.png A character that utilizes knockdowns on offense would be Gravedigger.

While on defense, would be a variant like Blue Screen.1735488431086.png



- Apart from assisting certain variants, performing a ground tech can be useful defensively regardless. It grants space between the attacker and defender, and can throw the attacker's timing off.
- In order to make this buff a bit more useful, it also removes the effects of Immobilize. This is quite necessary as Rebound may prove to be a negative otherwise, due to the additional space created between the 2 fighters.




Note:
- The Rebound buff icon is just a placeholder example for how it could look
 
Last edited:
  • Like
Reactions: Thesmellofman
This sounds incredibly niche. Also I'm not sure if this should be a BUFF or DEBUFF because if enemy gets it, loop characters won't even need to wait for opponents to get up anymore and continue spamming their stuff even faster. This also won't let stuff like THE ANGRY FLINCH work. I think negatives will weigh down the positives most of the time, as their recovery animation itself is a time waster against the offensive team.

- Apart from assisting certain variants, performing a ground tech can be useful defensively regardless. It grants space between the attacker and defender, and can throw the attacker's timing off.
Well, if they are willingly backing off to their corner that is a win for the attacker, as it is so much easier to deal with them at the corner.

So yeah, it is kinda weird.
 
Thank you for the feedback!

This sounds incredibly niche. Also I'm not sure if this should be a BUFF or DEBUFF because if enemy gets it, loop characters won't even need to wait for opponents to get up anymore and continue spamming their stuff even faster.
During the roll, the unit with Rebound is hit and throw immune.

This also won't let stuff like THE ANGRY FLINCH work.
The Catalyst can easily be changed to trigger from either knockdown or rebound, so both cases are covered.

Well, if they are willingly backing off to their corner that is a win for the attacker, as it is so much easier to deal with them at the corner.
That is indeed a concern however...


I'll add the following: both players are returned to NEUTRAL when Rebound triggers. This way the player on offense cannot dash or buffer moves until the rebound has completed, and both are at 0 advantage
 
During the roll, the unit with Rebound is hit and throw immune.
Yeah, what I meant is their recovery animation will be faster so their short invincibility to direct hits will be shortened. Relentless offensive units would abuse this payoff.

That said I can imagine this buff being useful against bursts.
I'll add the following: both players are returned to NEUTRAL when Rebound triggers. This way the player on offense cannot dash or buffer moves until the rebound has completed, and both are at 0 advantage
This sounds a bit too overkill for a buff, it directly affects the core mechanics and the fluidity of the game. But for sure this would have been really strong if the opponents hadn’t given any openings after the rebound.
 
  • Like
Reactions: SvenZ
Yeah, what I meant is their recovery animation will be faster so their short invincibility to direct hits will be shortened. Relentless offensive units would abuse this payoff.

That said I can imagine this buff being useful against bursts.

This sounds a bit too overkill for a buff, it directly affects the core mechanics and the fluidity of the game. But for sure this would have been really strong if the opponents hadn’t given any openings after the rebound.
Although numbers can be adjusted, the more I think about it, Unflinching already covers knockdowns to a large degree, so Rebound would be redundant.

I think I'll remake the suggestion after I get some feedback from PvP players. Some utility can be found there as a universal mechanic. For example, time your block as you're getting knocked down in order to trigger a tech roll back. Depending on how the frame data is handled, this can give some extra utility and spice fights up.
 
  • Like
Reactions: Kheul