- Joined
- Dec 30, 2019
- Messages
- 5
- Reaction score
- 6
- Points
- 3
- Age
- 24
Alright so, I hope I speak for the majority of us painwheel fans when I say that her flight risk, as it has been implemented in skullgirls mobile, is simply not up to par. Its double upward swipe activation is janky, and makes it impossible to flight risk when the enemy is close enough to you to eat your initial launcher move, leaving you vulnerable when you had just planned on going on the offensive. What follows is a list of potential suggestions on how to improve the quality of life for those looking to utilize painwheels flight risk
Firstly, I believe that, at bare minimum, the current method of flight activation needs to be changed, preferably to a button system similar to that of squiggly, fortune, or robo. Ideally, it would simply have a press-on press-off functionality, so that while in flight one can still dash or L1, or even deactivate, as effectively as they could before. This would also allow painwheel to more easily utilize her natural evade which comes with flight risk. All else which follows would be extra, admittedly unnecessary changes, so if any developers happen to read this, please, understand that even if all else is ignored, this is what I believe is the most important change which can be made for her.
Secondly, In order to give her flight risk more viability, beyond the simple flight grab spam most people are used to employing, I believe its necessary to make her flight Dash, and Flight L1 comboable. Meaning you can transition into a basic combo, launcher, special move or blockbuster after landing a dash or L1 out of flight risk. As it stands, dashing or L1ing out of flight risk is almost useless, as many characters can simply block, or initiate a basic combo immediately after painwheel lands. It makes her flight dash LESS useful than her normal dash, which seems pretty odd. As it stands, I would be overjoyed if the first suggestion were taken into consideration even if this one is not, as much as I believe this is necessary, I can live with a more easily accessible flight risk on its own.
Thirdly, as far as potentially increasing flight risks viability even further goes, I think itd be reeeaallly awesome to see her hatred armor implemented in some form or another. I was thinking, it could make an appearance in the form of her flight dash having a single hit of unflinching, similar to big bands normal dash. This would probably buff painwheel far more than what she reasonably needs which is why it is last, but I know a lot of us would like to see it. Also, I need to mention that using beur thresher out of flight risk, should not require painwheel to first drop to the ground again, and then jump back up. All that does is give the enemy time to block, time which they shouldnt have if they wrecklessly rushed a flying painwheel with a charged thresher.
Whatever you developers decide to do, I appreciate you taking the time to read and possibly consider these suggestions. I love you guys, and this game, and ofc, I love painwheel. I cant wait to see what you guys have planned going forwards.
-sincerely, a painwheel fan
Firstly, I believe that, at bare minimum, the current method of flight activation needs to be changed, preferably to a button system similar to that of squiggly, fortune, or robo. Ideally, it would simply have a press-on press-off functionality, so that while in flight one can still dash or L1, or even deactivate, as effectively as they could before. This would also allow painwheel to more easily utilize her natural evade which comes with flight risk. All else which follows would be extra, admittedly unnecessary changes, so if any developers happen to read this, please, understand that even if all else is ignored, this is what I believe is the most important change which can be made for her.
Secondly, In order to give her flight risk more viability, beyond the simple flight grab spam most people are used to employing, I believe its necessary to make her flight Dash, and Flight L1 comboable. Meaning you can transition into a basic combo, launcher, special move or blockbuster after landing a dash or L1 out of flight risk. As it stands, dashing or L1ing out of flight risk is almost useless, as many characters can simply block, or initiate a basic combo immediately after painwheel lands. It makes her flight dash LESS useful than her normal dash, which seems pretty odd. As it stands, I would be overjoyed if the first suggestion were taken into consideration even if this one is not, as much as I believe this is necessary, I can live with a more easily accessible flight risk on its own.
Thirdly, as far as potentially increasing flight risks viability even further goes, I think itd be reeeaallly awesome to see her hatred armor implemented in some form or another. I was thinking, it could make an appearance in the form of her flight dash having a single hit of unflinching, similar to big bands normal dash. This would probably buff painwheel far more than what she reasonably needs which is why it is last, but I know a lot of us would like to see it. Also, I need to mention that using beur thresher out of flight risk, should not require painwheel to first drop to the ground again, and then jump back up. All that does is give the enemy time to block, time which they shouldnt have if they wrecklessly rushed a flying painwheel with a charged thresher.
Whatever you developers decide to do, I appreciate you taking the time to read and possibly consider these suggestions. I love you guys, and this game, and ofc, I love painwheel. I cant wait to see what you guys have planned going forwards.
-sincerely, a painwheel fan