• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Skullgirls PC Beta Updates Discussion

the only question since i do not play wulf. does H chair toss if blocked the first time also have a hitbox on the 2nd part? if so then hold that cooldown!
No, if the first part is hit or blocked, the chair falling back down will not have a hitbox.

Like I said, the original chair toss couldn't not be called again even if your assist cooldown was over because the chair was not available to be thrown again for a while. Now it has an even longer cooldown that I don't believe was necessary.
 
Cool. Play with wulf and i will play against wulf and see how i feel. i could careless on what exactly he has for his assist choice i'm more concerned with his core mechanics and how easy it is to build hype. like way too easy.
 
No, if the first part is hit or blocked, the chair falling back down will not have a hitbox.

Like I said, the original chair toss couldn't not be called again even if your assist cooldown was over because the chair was not available to be thrown again for a while. Now it has an even longer cooldown that I don't believe was necessary.
Completely invincible as an assist since assists can't be thrown, longer blockstun than either Updo or Pillar, puts you in the air for longer than either Updo or pillar, more forward range than either Updo or Pillar, can also be used as okizeme in the corner as well as a zoning assist? I do think it is necessary. And since I checked zoning patterns, it needs to be exactly as much longer as I made it.
Also as shown I screwed up the cooldown anyway. :^P
 
  • Like
Reactions: Beamsprouts
I just noticed that you can't pushblock in the middle of Parasoul's Bikes super.

Also if there is a tear placed on top of you, you can't pushblock between a j.HP and the tear explosion (there's more places where you can't pushblock in between a thing and a tear explosion but that's the most reproducible one I've found).

Edit; seems like there are some frames where you can pushblock the normal that detonates a tear but there are others where you can't.
 
Last edited:
I will forever miss the guitar shredding near the end of the NMO Arena ;_;7

Them Patch Notes said:
- Lv5 now displays time remaining using super meter. Thanks...someone?
Yay, i'm a someone! I've been a no-one for years!
 
  • Like
Reactions: old_gus
In Beowulf's tutorial, at the final part when it wants you to use a Hype lvl 2 for Wulfmania (you are killing Keyboard players with this.) sometimes if Beowulf hits Cerebella while building Hype with LP MP -> LK MK he won't make the howling sound.
 
you are killing Keyboard players with this
no they are not
it's fairly easy to do it on keyboard
 
no they are not
it's fairly easy to do it on keyboard
Yeah full circle moves are definetly easy on keyboard, specially pulling them out in an actual match without screwing up.
 
As long we're talking about Beowulf's tutorial, in that final part with Wulfamania, the game doesn't seem to register the final Grendel Killer as done for completion. Is that happening with anyone else, or am I just bad at timing?
 
Yeah full circle moves are definetly easy on keyboard, specially pulling them out in an actual match without screwing up.
I'm glad you understood.
 
As long we're talking about Beowulf's tutorial, in that final part with Wulfamania, the game doesn't seem to register the final Grendel Killer as done for completion. Is that happening with anyone else, or am I just bad at timing?
It did register for me, after a few mess ups but it did.
 
Can Beowulf's Dudley HP palette be HP in Skullgirls pretty please?
 
As long we're talking about Beowulf's tutorial, in that final part with Wulfamania, the game doesn't seem to register the final Grendel Killer as done for completion. Is that happening with anyone else, or am I just bad at timing?

How is this happening??? I can't repro this at all. Works totally fine on my end. D: D: D: D: D: D: D:
 
  • Like
Reactions: Hilary
- Reduce probability of screaming in j.MP, and he won't ever scream as a hop attack. Don't worry, we're lookin' out for ya...
- Something from Salty stream about "Sweet!" also having reduced probability

my american hero ;_;7
This is definitely somehow a metaphor. I also only wanted the song this video is really creepy what's wrong with me.

These palettes are all very nice... Definitely looking forward to the Recolorenininining part 2!

On the note of Beowulf:

- Not sure what to feel about the added cooldown to chair assist. On one hand it IS an unpunishable on block, strike invincible assist with great utility as a reversal that doubles as fullscreen pressure in other situations, but on the other hand it was already the only assist with a true cooldown, and while very good never seemed overbearing. Lockout for that long feels weird.
It sounds like you were specifically timing it to prevent zoning patterns from being overwhelming, so if that's what it takes then there can't be any argument, I suppose.

- As far as I can tell Wulf Blitzer nerf was more or less necessary. Him being +/-0 seems relatively fair, but it's just such a good move for keeping offense going. The blocker has really inadequate tools to deal with it other than PBGC, trading jabs, or risking a reversal. PBGC was weird because it's only really good if he does all 3 Blitzer hits from the ground. If you pushblock a 1K, 2K or 3K he's +27 or something crazy so it's not really a good thing.

It only makes sense to me that if you block it he shouldn't have even/advantage. It's not the end of the world for Beowulf to do 4K on reaction anyway. He has really solid neutral.
 
- Not sure what to feel about the added cooldown to chair assist. On one hand it IS an unpunishable on block, strike invincible assist with great utility as a reversal that doubles as fullscreen pressure in other situations, but on the other hand it was already the only assist with a true cooldown, and while very good never seemed overbearing. Lockout for that long feels weird.
I am betting you missed the bit where I messed up and the assist lockout is currently unchanged in the build you have. :^) It applies the extra to the POINT tosses instead.
So er...this is psychosomatic, I guess. Hee hee.
 
I forgot how to referee with Beowulf
In the current build, the referee shows up if you do Airwulf super -> Canis Major press and all three points apply:
1) you have 3 bars of hype,
2) the opponent is on his last character,
3) said character is low enough on health to be KO'd by the referee-"boosted" press (about 3150 or less, not counting damage modifiers).​
If any of the requirements isn't met, the Airwulf->Canis Major press will do its usual 1800 damage without the referee appearing.
 
no they are not
it's fairly easy to do it on keyboard

Actually, I'm going to agree with Dio and say that as someone who's played on keyboard since the PC release, to this day I still have great difficulty doing 360s consistently in Skullgirls. I have no issues doing 360s (or even 720s!) in BBCSE or SFIV, but for whatever reason they just don't come out properly in SG. It might be me taking advantage of some type of input leniency that SG doesn't have, but stuff like that is part of why I don't play Bella and why I decided not to pick up Beowulf.
 
You can do 360s in SG by doing half circle up though. Is that not doable for hitbox/keyboard players? cuz I can do it pretty consistently.
 
It's difficult for hitbox/keyboard because if you go back to neutral for more than 2 frames as you're trying to do the 360, your 360 motion becomes invalid. It used to be that you weren't given ANY frames of leniency between directions, and I don't think you're allowed to hit them in any order, either. You have to do it in order from start to finish.

It's easier in other games because those games don't care if you went back to neutral, or what order you hit them in, just that you hit each direction within a certain amount of frames.
 
  • Like
Reactions: dekillsage
On one hand, I get accidental 360's more than I'd like in SG so I don't know about making them more lenient.

On the other hand, I can get 360's in SF4 on keyboard 100% consistent and can't do one to save my life in SG unless I'm playing on Stick. (Not that I don't also get accidental 360's in SF4, especially with Hugo)
 
I can do 360s 70% of the times I try during a real match. Once you practice it enough, it's not that bad. You just can't rely on it this much.
 
  • Like
Reactions: Hilary
I just noticed that you can't pushblock in the middle of Parasoul's Bikes super.

Edit; seems like there are some frames where you can pushblock the normal that detonates a tear but there are others where you can't.

Every time I ask how to punish bikes, people say pushblock, and I've always had a hard time with it.

It's also extremely difficult to pushblock in the middle of Robo's beam super; I don't think I've actually done it once yet.

I just assume I'm doing something wrong or misunderstanding something about pushblocks.
 
I can do 360s 70% of the times I try during a real match. Once you practice it enough, it's not that bad. You just can't rely on it this much.

I don't consider a 70% success rate acceptable. Put in a more pessimistic light, you fail to do a 360 around one out of every three times that you try.

I'd again also like to echo Jason's statement about SFIV's 360s being far easier to do on keyboard than SG's, which makes me sad. On keyboard, the self-proclaimed "difficult to do" taunt inputs are far easier for me to do than a 360...
 
  • Like
Reactions: Spencer
Every time I ask how to punish bikes, people say pushblock, and I've always had a hard time with it.

It's also extremely difficult to pushblock in the middle of Robo's beam super; I don't think I've actually done it once yet.

I just assume I'm doing something wrong or misunderstanding something about pushblocks.

If somebody is doing pillar xx bikes you can still pushblock the pillar and PBGC from there though. At least until bikes gets fixed.
 
please make the background music at the main menu music be switched back and forth with NMO arena (empty) and the original Main menu song.



its too amazing not to be ;_;
 
If somebody is doing pillar xx bikes you can still pushblock the pillar and PBGC from there though. At least until bikes gets fixed.

DHC bikes moreso than pillar > bikes
 
Empty Arena might be my favorite song in the game. Shame because I much rather play on more lit stages :(
 
please make the background music at the main menu music be switched back and forth with NMO arena (empty) and the original Main menu song.

I actually tought a long while ago that an option to change the main menu music for other music already in the game (Stages, Story Mode, Credits, etc.) would be pretty dope, but i doubt it will happen.
 
I don't consider a 70% success rate acceptable. Put in a more pessimistic light, you fail to do a 360 around one out of every three times that you try.

I'd again also like to echo Jason's statement about SFIV's 360s being far easier to do on keyboard than SG's, which makes me sad. On keyboard, the self-proclaimed "difficult to do" taunt inputs are far easier for me to do than a 360...
SF4 doesn't even care if you hit the directions in order...FBDU is a 360. No thanks.

Can mic drops build hype normally during double snaps? @Mike_Z
Oh, missed this. Eeeeeeeeeeeeeeeerrrrrrrrrrrrrrrrrrrrrrrmmmmmmmmmmmmmmmm I'd really rather you not get a dead character and a free Lv3 hype, no.
 
  • Like
Reactions: Cadenza
I am betting you missed the bit where I messed up and the assist lockout is currently unchanged in the build you have. :^) It applies the extra to the POINT tosses instead.
So er...this is psychosomatic, I guess. Hee hee.

I didn't, I was talking theory. Even if it's incorrect in current build it IS still the only assist with a cooldown, and I have played as and against that.

On one hand, I get accidental 360's more than I'd like in SG so I don't know about making them more lenient.

I second this. I definitely get 360 sometimes when all I meant to do was throw input.

SF4 doesn't even care if you hit the directions in order...FBDU is a 360. No thanks.


Oh, missed this. Eeeeeeeeeeeeeeeerrrrrrrrrrrrrrrrrrrrrrrmmmmmmmmmmmmmmmm I'd really rather you not get a dead character and a free Lv3 hype, no.

But you don't. You get like 1 and a half unless you do a combo you'll probably drop that's really long and gives the opponent a bunch of meter and gives them back all their red health. Red health for hype ALONE is a pretty bad trade unless you manage to get level 3 grab.
 
Oh, missed this. Eeeeeeeeeeeeeeeerrrrrrrrrrrrrrrrrrrrrrrmmmmmmmmmmmmmmmm I'd really rather you not get a dead character and a free Lv3 hype, no.

Ah okay.
 
I am Hee hee.
Cerbellas run goes under robos HP laser. The animation on the laser looks like its touching her though. Maybe the hitbox needs to be lower?
 
It does hit her, run has one hit of armor and the armor does get hit. her hat doesn't count as a hitbox and her height changes while she runs but she gets hit at least once.
 
  • Like
Reactions: zarkingphoton