Changes in a speedrunner's perspective (SoR3 Skate version).
3 years ago
England

Just done a stage by stage Mania playthrough of SoR3 Skate with the new balance patch.

I will make posts based on my experience so far by pointing out buffs in terms of faster/easier or nerfs in terms of slower/harder.

SoR3 Skate himself:

  • His forward special can be used more frequently, I tested that it's possible to pull this off 17 times before having to recover green life on VS mode, previously it was 11 times.
  • Blitz deals less damage, the time loss is notable when fighting against bosses and regular enemies with roughly above 60 HP. Enemies like Feroccio, Shadow and Dylan cannot be killed by a 2 hit blitz and Condor (red Raven) cannot be killed with a throw to 2 hit blitz combo anymore.

  • Throwing swing type weapons (pipe, sword) and toss only weapons (brick, golden chicken and SOMETIMES grenade for some reason) will use Skate's slower throwing animation similar to his SoR2 counterpart.

  • Changes to his audio when he is performing dash stabbing move.
  • Added grunts when pummeling an opponent
  • Changed his pummel finisher to use his elbow and not his head.
  • Changes to his aerial moves, not using his SoR2 "weyahh" grunts.
  • There's a combo counter bug where using his blitz against superarmor opponents will raise the combo counter by 2 per single hit.

Stage 1

  • Koobo is less scary thanks to his psychic nerf.

Stage 2

  • Commissioner has a slower punch.

Stage 3

  • Weapon wielding Donovan in area 3 has a hammer which is an inferior anti-air weapon.

Stage 4

  • Garnet jump kicks are less scary due to weaker tracking and a nerf to aerial juggles (you get hit in the air during hitstun but the damage is severely toned down).

Stage 5

  • The triple Big Ben at the end of section 1 is a pushover thanks to the removal of armor to his flamethrower

Stage 6

  • SoR3 Skate having a nerf on throwing swinging based weapons does make Dojo room 1 a bit tougher to go through flawlessly.

Stage 7

  • Mostly unchanged other than Skate's damage nerf to blitz.

Stage 8

  • Riha (flame user) doesn't spam her lethal fire pool as much.

Stage 9

  • Elevator wave 1: the Agents can hit Skate, it's no longer a walk in the park for high score runs here.
  • Elevator wave 4: the girls can't hit Skate, come on step it up :p
  • Elevator wave 5: Taking out the first set of Big Bens is really, really easy now thanks to the removal of armour
  • Elevator wave 5: The music track has a new section based on the Extended version of Rising up.

Stage 10

  • The x2 Koobo by the wreaking ball is way less chaotic thanks to the psychic nerf.
  • The shield glitch on the patch notes is when the player resets DJ's stun by performing a rear grab and cancelling it to a blitz away from the boss., it's a minor nerf for SoR3 Skate because it's not the fastest way.
  • The agent GOLD being added to the boss arena does make it a bit tougher now, especially when going on the offensive against the boss.

Stage 11:

  • Victoria wave is less scary due to juggle damage nerf.
  • Falling off the edge does break the player's combo
  • & - : Getting hit by the electric pond now cause a knockdown which is a slower recovery but at the same time the player shouldn't get caught with the same attack twice in a row.
  • & -: Stiletto lost armor but her whips are a lot faster. -: Mr Y will now cancel his uzi into an evasive roll.

Stage 12:

  • Candy having less HP is notable
  • Bronze only has armor when he is in a "ready to fire" pose, when he is firing, his armor is gone.
  • SoR3 Skate blitz nerf does take a bit longer to clear a wave of Shadows.

  • The biggest change is removing the spike ball and Enry (BLUE Big Ben) and is split into 4 waves. (Mixture > Big Ben > Gourmand > Heart). This is a universal time loss for all characters.

  • Before Ms. Y there is an extra Shadow the player needs to take out before going up the stairs.

  • Ms. Y battle, there is a hidden Shadow inside the knight armor containing apple/chicken.

  • I noticed that Ms Y does use her evasive jump a lot more frequent now.

  • Mr Y and Ms Y require to take more damage before the start of phase 2

  • The one who enters the spider robot first will have a full heal.

  • The spider legs are hovering around the middle part of the arena and not the top most part.

  • The spider legs will use attacks from both phases regardless if one twin is down or not.

  • The spider legs have way, way, way less health. They die super quick this time.

I will edit this later to make it more universal for every character if I can...