• [2018/06/22]
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OFFICIAL - 5.3.1 Update Notes - Black Dahlia's Full Release - Now LIVE!

Sairus

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UPDATED 14/04/23

A small fix went out this week to address some issues in the Offer Store:

  • Fixed an issue where the Daily Deals section of the Offers Store would not load for some players.
  • Fixed an issue where Blossom Relic Offers would display garbled text in some languages.
---------------

Hey everyone,

5.2 saw Black Dahlia’s grand entrance to Skullgirls Mobile, but with 5.3 she AND her bunnies are finally ready for full release!

That not only means Black Dahlia will now have her full suite of Prize Fights, Relics, and Deployments, but we also squeezed in some extras to this update ranging from Quality of Life updates to Fighter balance adjustments for good measure!

Here’s a quick index of what’s included in these update notes:
  • Black Dahlia
    • Availability
    • Prize Fights
    • Deployments
    • New Blockbuster - Girls' Night

  • Fighter Balance Adjustments
  • Post Fight Screen Updates
  • XP Boost Slots

  • Economy Adjustments
  • Combat Adjustments
  • Misc Adjustments
    • Stages
    • Collection
    • Prize Fights
    • Other
Now on to the full update notes!



BLACK DAHLIA

AVAILABILITY

As of 5.3 Black Dahlia will be available in all Standard Relics. This includes Premiere, Jackpot, Elemental, Bronze/Silver/Gold/Diamond, and many other Relics. Any Relics you had saved up before 5.3 now have a chance to contain Black Dahlia!

Black Dahlia's Moves are also now available in all standard Bronze/Silver/Gold Move Relics as well as the Daily and Take a Break Relics.

Black Dahlia’s Character Relic, the Loose Cannon Relic, will now be available to purchase for 200 Theonite while her Prize Fight is active. The Loose Cannon Relic guarantees a Black Dahlia Fighter, so they’re a great way to fill out your Collection and/or get the resources needed to evolve your favorite Black Dahlia Fighter.

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Bronze/Silver/Gold Black Dahlia Fighters and Loose Cannon Relics have also been added to various tabs in the Cabinet of Curiosities. More details on that below.



PRIZE FIGHTS

Black Dahlia’s Prize Fights are now available. They will be added to the existing Prize Fight rotation starting on Thursday 30th March. If you're looking to bulk up your Black Dahlia collection, get ready for this PF - competition will likely be stiff! You can earn a guaranteed Black Dahlia Fighter if you reach the final Milestone in each Prize Fight.

Here's a sneak peek at the Modifiers you'll need to contend with, and the Fighters you can earn for each Prize Fight Tier:

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DEPLOYMENTS

Short, Medium and Long Deployments featuring Black Dahlia Bonus Reward Chances have been added to the list of possible Deployments. If you come across the Long Black Dahlia Deployment, make sure to maximize your Bonus Reward Chance so you can snag that Loose Cannon Relic Reward!

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NEW BLOCKBUSTER: GIRLS' NIGHT


No real villain fights fair, and Dahlia’s army of henchbunnies are here to tip the fight in her favor! The new Girls' Night Blockbuster summons Bonnie, Buttercup, and Killer to assist Black Dahlia for a few seconds. Each bunny has their own AI, and will attack by themselves. The bunnies also have their own HP, so if they take enough hits they’ll retreat.

You can find this new Blockbuster in Move Relics, Daily Events, the Cabinet of Curiosities, and anywhere else you can normally get Blockbusters.

Dahlia’s bunnies have also been added to some of her intro animations and win poses for some extra flair!



BALANCE ADJUSTMENTS

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As Skullgirls Mobile has progressed over the years, some older Fighters haven’t been seeing as much use as we’d like, so - in our grand annual tradition - we’ve given 11 specific Fighters some key adjustments - so much so that some of them may feel like completely new Fighters! Let us know what you think of the changes in the comments. (A special shoutout to all the Dark Might fans that never gave up hope 🖤)

We plan on making adjustments to other Fighters in the roster in future updates, so don’t worry if you feel there’s a Fighter missing that still needs adjustments.

SPECIAL NOTE: UNHOLY HOST
We want to acknowledge that we’ve heard your feedback regarding Black Dahlia - Unholy Host, and we will be keeping a close eye on how she is performing relative to other Fighters on Offense/Defense. In light of that information, she may receive some adjustments in a future update.

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SQUIGLY - SCARED STIFF

Rigor Mortis

OLD SA:
  • Gain UNFLINCHING for 5/7/10 seconds every 30 seconds.
  • Cannot suffer more than 15/10/5% of your MAX HEALTH from a single HIT.

NEW SA:
  • Gain UNFLINCHING after facing the same opponent for 25/20/15 seconds. UNFLINCHING is removed when the opponent TAGS OUT or dies.
  • Cannot suffer more than 15/10/5% of your MAX HEALTH from a single HIT.


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ELIZA - IN DENILE

Beneath the Skin

OLD SA:
  • Gain ARMOR for 5/10/15 seconds when entering Sekhmet Mode.
  • Remove all DEBUFFS and gain IMMUNITY for 5/10/15 seconds when triggering Sekhmet Mode.

NEW SA:
  • Inflict ARMOR BREAK for 5/10/15 seconds when entering SEKHMET MODE.
  • Remove all DEBUFFS and gain IMMUNITY for 5/10/15 seconds when triggering Sekhmet Mode.


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BIG BAND - ROBOCOPY

Dead or Alive

OLD SA:
  • Once per match when suffering a HIT that would be fatal, gain 1/2/3 stacks of ARMOR and BARRIER. ARMOR lasts for 10 seconds.
  • When defeating an opponent, gain 2 stacks of ENRAGE for 30 seconds and 25/35/50% BLOCKBUSTER METER.

NEW SA:
  • When Big Band or his opponent TAGS IN, inflict DISABLE BLOCKBUSTERS for 10/15/20 seconds. DISABLE BLOCKBUSTERS is removed when the opponent uses a SPECIAL MOVE.
  • Gain ENRAGE and BARRIER for 5/7/10 seconds each every 3 seconds while the opponent's BLOCKBUSTERS are DISABLED.


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UMBRELLA - WILD CHILD

Wulfed Down

OLD SA:
  • While not OVERSTUFFED, 15/25/35% of damage inflicted by Umbrella's THROWS is regained as HEALTH.
  • Inflict SLIME for 10/12/15 seconds when the opponent is KNOCKED DOWN.

NEW SA:
  • While not OVERSTUFFED, Umbrella's THROW HITS have a 20% chance to DRAIN 10/12/15% of the opponent's BLOCKBUSTER METER.
  • Inflict 2 stacks of SLIME for 10/12/15 seconds when the opponent is KNOCKED DOWN.


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PEACOCK - PRISM PLUMAGE

Broad Spectrum

OLD SA:
  • While Peacock is alive, all teammates TAG IN with 2 BUFFS based on their ELEMENTS for 5/7/10 seconds (except after teammate death).
  • Projectiles have a 10% chance to inflict DEBUFFS based on the opponent's ELEMENT for 5/7/10 seconds.

NEW SA:
  • While Peacock is alive, all teammates TAG IN with 2 BUFFS based on their ELEMENTS for 5/7/10 seconds (except after teammate death).
  • While Peacock is alive, all projectiles have a 10% chance to inflict DEBUFFS based on the opponent's ELEMENT for 5/7/10 seconds.

The pool of buffs and debuffs Prisim Plumage can apply has been updated:
  • Fire: 1 Precision Stack gained -> 3 Precision Stacks gained
  • Water: Barrier gained -> Auto-Block gained
  • Light: Heal Block inflicted -> Inverse Polarity inflicted

Prism Plumage can also now gain buffs (MIASMA or BARRIER) and inflict debuffs (HEX) when interacting with Neutral Element Fighters.


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FILIA - WIND SWEPT

Blowback

OLD SA:
  • Gain a 25/35/50% chance to EVADE all projectiles, avoiding damage and hit reactions.
  • After EVADING, gain HASTE and ENRAGE for 5/7/10 seconds.

NEW SA:
  • When HITTING an attacking opponent, gain ENRAGE for 5/7/10 seconds and 1 stack of EVASION.
  • After EVADING, 50/75/100% chance to gain PERMANENT PRECISION. PRECISION is removed when suffering a HIT.


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FUKUA - NIGHT TERROR

Sleep Paralysis

OLD SA:
  • Gain MIASMA for 10 seconds after every 5/4/3 seconds while far away from the opponent.
  • Inflict FATIGUE for 10 seconds after every 5/4/3 seconds while near the opponent.

NEW SA:
  • Gain 2 stacks of MIASMA for 10 seconds every 4/3/2 seconds while far away from the opponent.
  • Inflict IMMOBILIZE and FATIGUE for 10 seconds each every 4/3/2 seconds while near the opponent.


qT0RuOO.png


CEREBELLA - ARMED FORCES

Diamond Defense

OLD SA:
  • Getting HIT has a 5% chance to grant ARMOR for 5/7/10 seconds.
  • Also gain UNFLINCHING for 5/7/10 seconds.

NEW SA:
  • 10% chance when either Fighter is HIT to gain ARMOR and UNFLINCHING for 5/7/10 seconds each.
  • When Cerebella gains a BUFF, 50/75/100% chance to transfer 1 DEBUFF from herself to the opponent.


CeOz2Ro.png

PARASOUL - REGALLY BLONDE

On Ice

OLD SA:
  • When an opponent uses a BLOCKBUSTER, there is a 50% chance that their remaining BLOCKBUSTER METERS are reduced by 50/60/75%.
  • On TEAR DETONATION, each active tear DISABLES opponent SPECIAL MOVES, BLOCKBUSTERS, or TAG INS for 5/6/8 seconds.

NEW SA:
  • 50% chance to inflict CRIPPLE and reduce the opponent's BLOCKBUSTER METERS by 25/35/50% when either Fighter uses a BLOCKBUSTER.
  • While near an opponent, DISABLE their SPECIAL MOVES and gain AUTO-BLOCK every 4/3/2 seconds. Both effects are removed when no longer near an opponent.


pQ9R5T0.png

BEOWULF - DARK MIGHT

Grave Injustice

OLD SA:
  • Deal 25/35/50% bonus damage for each teammate defeated.
  • TIER 3 BLOCKBUSTERS have a 15/25/35% chance to instantly defeat opponents if Beowulf has less than 50% HEALTH.

NEW SA:
  • When a teammate is defeated while Beowulf is alive, remove all opponent BUFFS. Also inflict 1/2/3 stacks of permanent POWER SURGE and permanent CURSE.
  • While the opponent is suffering from CURSE, SPECIAL MOVE and BLOCKBUSTER HITS have a 50/75/100% chance to be UNBLOCKABLE and grant UNFLINCHING for 5/7/10 seconds.


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MS. FORTUNE - FURRY FURY

Slash & Burn

OLD SA:
  • HEAD HITS have a 15% chance to inflict BLEED for 5/7/10 seconds.
  • Gain ENRAGE every 3/2/1 second(s) while near an opponent suffering BLEED. The ENRAGE is removed when no longer near the opponent.

NEW SA:
  • 10/15/20% chance on HIT to inflict BLEED and gain ENRAGE for 5/7/10 seconds each while Ms. Fortune's health percentage is higher than her opponent's.
  • Remove 1 BUFF from a nearby opponent every 3/2/1 seconds while at 3 or more stacks of ENRAGE.



POST-FIGHT SCREEN UPDATES

It can be frustrating to lose a match and not understand why it happened, or how to get past it (especially for new players).

In 5.3 we’ve given the post-fight screen a bit of an overhaul, and packed in some useful information to help guide players through defeat.

Now you’ll be presented with a comparison of your Fighter Score versus your opponent’s, and some useful gameplay tips to give you a leg up on your next attempt.

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XP BOOST SLOTS

A recurring piece of feedback we’ve received is the frustration of needing to go all the way into the Stash to activate an XP Boost. No more!

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You’ll now find XP Boost slots on many screens throughout the game. Tap the slot to easily activate a Boost and get right back into the fight without extra fiddling around with menus.

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We’ve also changed the background colors on XP Boosts in the Stash to make them more obvious that you can activate them there too.



ECONOMY ADJUSTMENTS

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  • As we mentioned in a previous post, with Black Dahlia’s new release period coming to an end, so too will Veiled Premiere Relics. To reiterate, here is a summary of those changes:
    • Veiled Premiere Relics have been removed from sale. You can no longer purchase these Relics from the Cabinet of Curiosities, the Relic Store, or from any other Offer.

    • This does not affect any Veiled Premiere Relics you already own. Relics you own when 5.3 releases will not be removed from your inventory, and you can open them at any time, however…

    • Veiled Premiere Relics that you already own no longer grant Loose Cannon Relic Shards in 5.3.

    • All of your current Loose Cannon Relic Shards have been converted into Canopy Coins at a rate of 1 Shard to 1000 Coins. These coins will be sent via in-game mail.
      • Ex: When 5.3 releases, if you have 10 Loose Cannon Relic Shards you will receive 10,000 Canopy Coins.

    • As all Loose Cannon Relic Shards will be converted into Canopy Coins, you will no longer be able to purchase Loose Cannon Relics using Shards.
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  • Umbrella - Death Wish is now available in all standard Relics.

  • Loose Cannon Relics have been added to the Trinkets Tab in the Cabinet of Curiosities.

  • Bronze, Silver and Gold Black Dahlia Fighters have been added to the Trinkets and Tributes tabs of the Cabinet of Curiosities at a premium price.

  • Annie, Umbrella, and Black Dahlia Character Relics have been added to Standard and Gold Gifts as possible rewards.

  • The Canopy Coin rewards granted for watching ads in the Viewing Parlor have been increased:
    • The 3,000 canopy coin reward has been increased to 5,000 coins.
    • The 5,000 canopy coin reward has been increased to 10,000 coins.

  • Upgrade Offers (including Character Birthday Offers) now include Character Specific Retakes if you’re still hunting the perfect stats for your loadouts.

  • All birthday rewards now give 3 Retakes for that character. Beowulf is the first to benefit from this, as his birthday is coming up on March 31st!


COMBAT ADJUSTMENTS
  • Fixed an issue where Fighters would not correctly gain the benefits of PRECISION when they dealt an unblockable hit. This was already fixed for a couple of Fighters in 5.2, but has now been expanded to every instance in the game.
  • Fixed an issue where the enemy AI would not try to attack Black Dahlia when she was reloading.
  • Fixed a bug where Ms. Fortune - Time Thief could regain HP even when inflicted with HEAL BLOCK.
  • Fixed an issue where Eliza - Stand Out would not consume buffs created by Fighters on the bench.
  • Fixed an issue where Robo-Fortune - Blue Screen would not explode if inflicted with CURSE.
  • Fixed an issue where Squigly - Scared Stiff would only take 5% damage even when hit with PRECISION enhanced attacks.
  • Fixed an issue where the Clean Sweep modifier in the Spring Cleaning Prize Fight would cause Double - Creature of Habit to gain permanent damage reduction.
  • Fixed an issue where Fukua - Rough Copy could trigger her SA multiple times against the same opponent.


MISC ADJUSTMENTS

STAGES
  • If Black Dahlia is on either team she will no longer appear in the background of the Medici Office stage.
  • Fixed an issue where the kid in the tree in Maplecrest is no longer hidden behind leaves.
  • Removed the flickering spotlights on The Bunny Burrow.
COLLECTION
  • Fixed an issue where some text in Prize Fights did not fit on all buttons in some languages.
  • Fixed an issue where Fighters could be accidentally sacrificed when attempting to Evolve a max-level Fighter. To prevent such accidental sacrifices, the POWER UP button will now only be active for a max-level Fighter if all selected fodder Fighters are Prestige-compatible.
  • Fixed an issue where the tooltips explaining what each stat does on the Reroll Stat screen could display incorrect information.
  • Fixed an issue where the Move Upgrade window would not correctly show a damage increase at level 12.
  • Fixed an issue where Black Dahlia - Corrosive Agent’s card art did not match her in-game colors.
PRIZE FIGHTS
  • In Prize Fights you are presented with a choice of three teams to challenge. One of these teams has been made substantially more challenging than the other two, allowing you to increase your Prize Fight Score much faster if you can brave the extra difficulty!
  • Adjusted the logic for finding teams in the Show Me Your Moves Prize Fight. You should now find more powerful teams faster than before.
  • Due to some under-the-hood adjustments to Prize Fight code, you will need to re-set your Prize Fight Defense Teams after 5.3 releases.
OTHER
  • Players using Guest accounts will now be asked to create a login binding on their account more often. (You really should make a login binding in case you ever lose access to your account!)
  • Updated the splash screen on startup so the bunnies have their correct skin tones.
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That’s all for today! It’s always extremely exciting to bring a character to full release, and we’re ecstatic to see how well received Black Dahlia has been over these last few months. We also always love breathing new life into older Fighters, so we’d love to hear how you feel about the adjustments in this update.

If you haven’t heard, Black Dahlia is also getting her long awaited release in Skullgirls 2nd Encore on Steam, PlayStation and Nintendo Switch this week, so be sure to check her out there too!

We’ve got lots more planned for Skullgirls Mobile this year, including the LONG awaited debut of the Skullgirl herself, Marie Korbel. We’ll be releasing a roadmap of our 2023 plans in the near future, so keep an eye out on our social media pages for more info.

If you have any questions about the update, let us know down below!
Thanks so much as always for all your support!

- All of us at Hidden Variable <3
 
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Just a quick note that there were some errors in Regally Blond and Dark Might's SA text that has now been fixed.
I also added a note that due to some under-the-hood adjustments to Prize Fight code, you will need to re-set your Prize Fight Defense Teams after 5.3 releases.
 
Love the balance changes. Armed forces was my very first gold on the account i currently play so I am happy to see some buff for her. Dark might isnt a meme fighter anymore he seems pretty solid. Would have liked to see him get deadeye as buff but this works.
Excited to test out prism, windswept and night terror now.

I am surprised that psycommander is the prize fight reward but I dont mind a strong offensive fighter. I would have really enjoyed corrosive for rift defence, hopefully my 41 gold relics give me a copy or two.

GL to all on pulls. I am trying to get a dia wall on ch 100 at day reset time so if you can hold on opening your dia relics for about 16 hours or so after servers go live then do join us.
 
In Prize Fights you are presented with a choice of three teams to challenge. One of these teams has been made substantially more challenging than the other two, allowing you to increase your Prize Fight Score much faster if you can brave the extra difficulty!
Okay yeah that's more elegant than my idea of having a whole new event PF with diamond scaling like the character PFs. Can't wait to see if actually playing the event is better than autoing it the entire time! :p

Edit: 18k on the second fight, this is amazing! Much love <3

Also lol Wind got buffed before Parasite. Stun just needs to be removed, it's gonna be either broken or worthless and rn it just sucks.
 
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Lovely variant updates! I have a reason to update Furry Fury now and Windswept actually good??

I like the QoL overall, the xp tab update is nice!
Fixed precision on block is finally here, thank God.
Although, I do wish we could get a "Holodeck" for keys (especially diamond ones). Sometimes it's hard to reach 60m on a 3 day pf and rift isn't very reliable for getting those considering it's a whole week. As new fighters release, the diamond pool widens and we feel more excited for getting those variants, but the lack of keys can kill the vibe.. even though I understand it's the maximum rarity and it should be a little harder to upgrade them, at least an easier way for getting those when you're someone who's tight on time would be appreciated..
This might be a me problem tho as I've become quite casual (can't hardcore farm anymore)
 
Stun just needs to be removed, it's gonna be either broken or worthless and rn it just sucks.
Stun is good in early game but in late game it kinda falls off. Helps newbies a lot but when facing resistance monsters it fails to proc. I think its fine as it is, not everything needs to be strong at end game level.
 
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a bucnh of nice changes, I'm happy prisim is finally consistent as she should be, and also happy that darkmight is now a viable defense besides just being scary damage, regallly looks like she's also gonna be tough to fight if you're not paying attention, and night terror FINALLY has a good flow and gameplan to her. not sure if furry or windswept needed changes, but i'm interested to see how they preform all the same uwu
 
Balance changes after so long are welcome, but I'm left reading this asking "that's it?"

Kinda disappointed, dunno what I expected tho
 
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Stun is good in early game but in late game it kinda falls off. Helps newbies a lot but when facing resistance monsters it fails to proc. I think its fine as it is, not everything needs to be strong at end game level.
In the context of parasite (and star spangled, and any other gold/diamond that uses stun as their entire gameplan), It's super unhealthy to have golds and diamonds for early game only, no?

Cold stones being bad past early game isn't an issue cause he isn't expansive and resource draining.If it's intended to be an early game utility (I think it was just nerfed as a necessity with just intending to not break it cause at one point it was completely broken and needed it) then the upper rarity fighters that use it should be reworked at least.
 
I'm most excited about the balance changes coming in the new update. Furry Furry is going to be an absolute chainsaw in prizefights, and decent as a second fighter in rift defence. Dark Might is now viable as well, and now Regally Blonde looks to have become a passable defender (if the AI plays along).
 
In the context of parasite (and star spangled, and any other gold/diamond that uses stun as their entire gameplan), It's super unhealthy to have golds and diamonds for early game only, no?

Cold stones being bad past early game isn't an issue cause he isn't expansive and resource draining.If it's intended to be an early game utility (I think it was just nerfed as a necessity with just intending to not break it cause at one point it was completely broken and needed it) then the upper rarity fighters that use it should be reworked at least.
Stun is nice. I use that french special to get 5 stacks while enemy stunned. She needs blood buff. Like inflict heavy bleed instead usual and +100% dmg from bleeding while enemy stunned.
 
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NO WAY THEY ADDED PSYCOMMANDER AS A PF REWARD HAHAHAHA,

also i love the balance changes i got furry fury recently nut i didn't knew if was worth to upgrade her, now i'll have to farm a lot to do so, lol
 
Well damn, and I have a fully invested diamond windswept. This is gonna be fun
 
Great and exciting update as always.

But...yall did my Diamond Kitty dirty with her new SA...am I reading that correctly? I mean, I guess removing the 'character specific' bleed proc makes Fury more accessible to 'non-head' Fortune players but why make the Enrage proc on any HIT while HP is higher than opponent? It's just 'win more' and not useful at all in clutch situations...IMHO, on paper, the new SA makes Fury feel more of braindead aggressive offensive character now. As my Main, I'll give it a try, but I'm not excited to do so...

In Prize Fights you are presented with a choice of three teams to challenge. One of these teams has been made substantially more challenging than the other two, allowing you to increase your Prize Fight Score much faster if you can brave the extra difficulty!
Or just keep the first 2 slots the same as it is now and make the 3rd slot the 'Diamond' difficulty the entire time.
Hey, what a coincidence!
 
Thoughts on the balance changes:
Scared Stiff is still mid, rip
In Denile is at least a better early game option with the armor break
Robocopy is a cool idea but needs support to function well on offense given that his own disable BBs can be removed very easily with how meta defenders are built with special moves
Prism working with neutrals is cool beans
Wild Child has more identity with the meter drain and more slime is always neat
Armed Forces feels mid, the debuff transfer only works if she isn't hexed or cursed and those two counters are more commonly used in 2023
Regally Blonde feels like a more proper defensive Para with offensive meter control which is neat
Night Terror miasma seems a lot better, the immobilize is interesting as well
Windswept feels like a banger and a better perma precision user than Star Shine
Dark Might is def a better defender, on offense he still can't use SA1 well in rift because no deaths bonus but it's good in PF and the SA2 can benefit from support in rift
Furry Fury no longer has the headless skill gate and has greater utility while still rewarding skilled headless play since you don't get hit very much, also has better enrage MA synergy since the enrage MA can maintain 2 stacks easily
 
Thoughts on the balance changes:
Scared Stiff is still mid, rip
In Denile is at least a better early game option with the armor break
Robocopy is a cool idea but needs support to function well on offense given that his own disable BBs can be removed very easily with how meta defenders are built with special moves
Prism working with neutrals is cool beans
Wild Child has more identity with the meter drain and more slime is always neat
Armed Forces feels mid, the debuff transfer only works if she isn't hexed or cursed and those two counters are more commonly used in 2023
Regally Blonde feels like a more proper defensive Para with offensive meter control which is neat
Night Terror miasma seems a lot better, the immobilize is interesting as well
Windswept feels like a banger and a better perma precision user than Star Shine
Dark Might is def a better defender, on offense he still can't use SA1 well in rift because no deaths bonus but it's good in PF and the SA2 can benefit from support in rift
Furry Fury no longer has the headless skill gate and has greater utility while still rewarding skilled headless play since you don't get hit very much, also has better enrage MA synergy since the enrage MA can maintain 2 stacks easily
I'm with you, you sure are excited to try out new windsept SAs right? because I am.

night terror's 2nd SA matches her SA name "Sleep Paralysis" and she can inflict immobilize, little details that are appreciated <3.

Also Regally blonde is sure going to be an annoying defender if you are not properly prepared, and i love what they did to dark might, i think the dev's went INSANE with that one, but i can tell... this is going to be interesting!
 
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Dead or Alive

OLD SA:
  • Once per match when suffering a HIT that would be fatal, gain 1/2/3 stacks of ARMOR and BARRIER. ARMOR lasts for 10 seconds.
  • When defeating an opponent, gain 2 stacks of ENRAGE for 30 seconds and 25/35/50% BLOCKBUSTER METER.

NEW SA:
  • When Big Band or his opponent TAGS IN, inflict DISABLE BLOCKBUSTERS for 10/15/20 seconds. DISABLE BLOCKBUSTERS is removed when the opponent uses a SPECIAL MOVE.
  • Gain ENRAGE and BARRIER for 5/7/10 seconds each every 3 seconds while the opponent's BLOCKBUSTERS are DISABLED.
i dont really think that Robocopy needed a rework tbh but hey