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Longest blockbuster after the game is over

pegglefrank

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Big Band Beowulf Cerebella
Most blockbusters seem to get cut short once the game is over. For BM personal reasons, I'd like to know which blockbuster goes on for the longest time after the game is over.

A lot of the long ones are grabs, and they won't work after the game is over because your opponent won't be standing. I'm fairly new to the game and I don't know all the characters yet, so I have no idea what blockbusters are the longest. The only one that comes to mind is Big Band's taunted timpani drive, but I'm sure there's something longer than that.
 
Pretty sure Double's level 3 has always been the 1 pixel of health 'lol watch this animation' super, it's been sped up a lot though, but by all means I still think it holds that place, honestly. If only because it's so complex.
 
Pretty sure Double's level 3 has always been the 1 pixel of health 'lol watch this animation' super, it's been sped up a lot though, but by all means I still think it holds that place, honestly. If only because it's so complex.

Can you DHC after the game is over?

If not, can you switch characters? I know that if you finish a game with Big Band's taunted timpani drive you can drop to the ground and quickly start up another timpani drive. If you could switch to Double and quickly start up the lvl 3 right before the opponent hits the ground, that should extend it significantly.
 
Double level 3 doesn't activate on dead bodies though.

I think you can keep chaining air supers until you run out of meter, so maybe Valentine Super Jump, Double Jump, Airdash, Checkmate Incision x5 would be the longest.

This is pretty serious so I'll have to do some testing when I'm home.
 
Double level 3 doesn't activate on dead bodies though.

I think you can keep chaining air supers until you run out of meter, so maybe Valentine Super Jump, Double Jump, Airdash, Checkmate Incision x5 would be the longest.

This is pretty serious so I'll have to do some testing when I'm home.

It only works if you can stay off the ground, though.

And I don't think valentine's is that long. I've brought an enemy from max health down to 0 with infinite meter in training, and that was with many, many incisions. Each incision only lasts a few seconds.
 
It only works if you can stay off the ground, though.

And I don't think valentine's is that long. I've brought an enemy from max health down to 0 with infinite meter in training, and that was with many, many incisions. Each incision only lasts a few seconds.
Yes, but 5 x [A Few Seconds] + [Decent Time Descending] = Many Seconds.
Where as most supers are only a few seconds, if that, when they hit a corpse.

Other ways to stall the round are Cerebella doing something like.

Super Jump
JHP
JHP
JHP
Double Jump
JHP
JHP
Grab Bag
Tech Sideways
Wake Up LNLH x Diamond Dynamo
 
Dynamo proves a good point too, IIRC, because it's not some sort of canned or special animation.. it just runs, even on dead bodies/nothing. It's not like Val EKG.

SBO will juggle a body but by the time you've done it you will enter the finishing animation after recovering, so no multiple chaining them, but she does have a stall similar to bella's with jMP's and sjs/djs and then a final divekick. HDive can be cancelled on hit into SBO (the first hit or the second, only the first will trigger on dead bodies, IIRC, so you could HDive > SBO a dead body, but i don't know if you could have time to do jMP stalling before doing that)

Even Gregor ends soon if it doesn't hit anything. Hmm.

Clearly whoever can stay in the air the longest, in whatever way, has the most time for BMing. Bella and Val tie for first and Squig gets last. Bella's jHP into grab bag tech do stuff... stuff. Bella ritual is a thing. It negates the downside of her not even having an air super to stall with. Val comes second for best stalls with air supers and mobility. I put Squigly over Fortune becaues I feel like the jMP stuff lasts longer than any way fortune can air stall except jump double jump air dash. Plus the SBO bounce is pretty rude and lasts even during Squig's win animation. Fortune's air super will also bring her to the ground, but you might get a sneeze or a nom off it if the full thing hits? Dunno.

im not sure how long painwheel is allowed to fly

squigly can't do stance move except DP for whatever reason, I think to prevent some sort of stall with stance moves/walking, but DP seems to work anyways, at least I remember H working, might have to do with its special priority

painwheel had a buer loop BM infinite IIRC and so now buers don't act the same on dead bodies.

big band timpanis are a good contender yeah

idk how double moai head works out

big band level 5 and do nothing is pretty BM worthy, just making them sit through silence while 5 bars runs out

its hard to get the good BM without it involving the kill, post death BM is just not as good, it's been shortened a lot (thankfully!) but pre-death BM strats always seem cooler. like doing beo level 3 or eliza air super into double's monster puddle so they fall for a reaaaalllly long time. when val got limited to 2 air bypasses per jump, she didn't lose her scalpels dead body BM combos, they just changed

also dead bodies DO act differently, so if you're into stylish BMing via combos impossible otherwise, you can rock some stuff that normally doesn't work based on.. well.. how dead bodies act.
 
Yes, but 5 x [A Few Seconds] + [Decent Time Descending] = Many Seconds.
Where as most supers are only a few seconds, if that, when they hit a corpse.

Good point. I didn't think of the delay.
 
Speaking of BM , does anyone know the slowest double snaps in the game ?
 
Speaking of BM , does anyone know the slowest double snaps in the game ?

I just tested them all. Some of them seem to be very, very slightly longer than the other snaps (namely Painwheel and Robofortune), but Beowulf has the longest snap by far.

It's difficult to tell, but I think his regular, non-grab snap is slower than his trash can snap. It depends on the enemy's team composition, though. The regular snap won't snap out a single enemy if they don't have any other team members, but the grab snap will knock them out of the match regardless. So, against one character, the trash can snap might be longer, but against a team, you should use the regular snap.

I'm not sure where to find the frame data for the snaps so I'm just going off of what I noticed.
 
pretty sure he's asking about doublesnap assist kill combos, all snaps are the same speed to my knowledge. With the exception of fortune's+head and beowulf's trash can which can last longer.

Basically just any doublesnap where you use lots of multihit moves and don't combo is going to take forever. One that I like is bb c. lp > l extend full shake over and over and over again.
 
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Basically just any doublesnap where you use lots of multihit moves and don't combo is going to take forever. One that I like is bb c. lp > l extend full shake over and over and over again.

I assume you mean DOES combo because uncomboing removes the damage scaling. The old Filia bnb with j.lk j.mp j.mk ADC j.mp j.hk into launcher into repeat takes a pretty long time, but any restand loop will take a while.
 
I assume you mean DOES combo because uncomboing removes the damage scaling. The old Filia bnb with j.lk j.mp j.mk ADC j.mp j.hk into launcher into repeat takes a pretty long time, but any restand loop will take a while.

yeah u rite, I meant to say "doesn't uncombo"

basically just do a val bnb over and over