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Why are there girls in my Skullboys game?

TechPowah

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Beowulf Big Band
Obviously the thread is gonna be Band-only for a good while as Beowulf hasn't graced the beta with his presence yet (Solo Band, for specifics), but the moment he does it's Brass Beast aka Musical Chairs aka Jazz Poem time.

Not really anything to report now, but probably will soon. Anyone who's played me can most assuredly give Band tips though.
 
Played a bit on PS3, I think imma keep there for now when just leveling up until Betawulf comes thanks to my laptop having slowdown playing SG. Anyway, I guess I have notes:

:BIG:
-I gotta stop using charge moves on wakeup, most people jump over you where Brass always misses, and even the anti air A-Trains sometimes
-Faking people out with an E-Brake is surprisingly effective. I'll try not to make a habit of it, but it's a good strategy to remember.
- -Speaking of, E-Braking after cHP is pretty good for corner combos, but not so effective midscreen. Need to work on E-Brake combos, can't seem to work with it from sHK.
-DAMMIT, HE DOESN'T HAVE A PARRY FOR THE FUCK OF IT, I NEED TO REMEMBER TO USE IT!
-Need better segues into throw mixups with L A-Train, so far I only have the usual cancels from basic crPunches.
 
:BIG:
-Definitely need to only Giant Step when I know for sure i'm getting the hit <preferably when I can give it Sound Stun>, I don't really have a good follow up on a wiffed Step if I don't just get punished.
-Did I not just tell myself to remember the parry? Because I apparently didn't listen to my own damn self.
-Also need to remember that Beat Extend is useful for more than just a mash out counterhit, it's got good potential for combos, too.
-I need to better remember when I do or don't have a taunt stored on my next Blockbuster, using SSJ without remembering I didn't have TUBA stored cost me a couple matches.
 
I've been focusing on BB for quite a while, and wouldn't mind playing you on PS3 some weekend so we could possibly learn from each other.

Good points. Parry is risky for me. Even with all that SF3S experience, I can't seem to hit it too often. Maybe it just takes practice in Training.

Yeah, there are a lot of combos to choose from. One with Beat Extend I use at times is the combo into air HK, tech forward, cLPx2, H BE, etc.

The BB combo topic says to do cHK, but I can't seem to get it.

Keep it up!
 
Now that Beowulf is actually out, might as well post here again

:BIG:
- Try not to use A-Train so much, try for Brass or Extend.
- air throw after jMK seems to be working, gotta remember that
- Canceling taunt into super is surprisingly effective as a mixup

<Beowulf>
- Being able to jHK without the chair deploying is so good
- cHP into grab super is amazing
- block chains into lunge grab is a fantastic mixup

Team Synergy
cHP into A Train assist into grab>Gringo Killer is a great combo
Sound Stun is a great way to get Beo's cHP assist in
 
-My best Beowulf combo seems to be ok, but need to find more combos that aren't dependent on the character having a larger sprite to hit ;_;
- - sLK>cMP>Chair-cHP>jLK>jMK>Chair-jHP>cMP>Chair-cHP>jMP>jHK-chair deploy>sLP>cMP>Chairless-cHP>(A-Train assist)>Chairless-sHP>Knee>Gringo Killer (can take out the first cMP and go straight into the second Chair-cHP)
- - - That said, if I change it to another sLP>Chairless-cHP after A Train, I get an OK burst bait

-I can count the times i've used Wolf Blitzer with my fingers, and most of those times were accidental. Need to better figure out how and when to use it

-Bringing out an A Train assist while charging Crowd Hype with sLP is a surprisingly effective mixup, not a whole lot of people expect it

-Need to make better reads for when to use Beowulf's anti air BB, only using meter on Grendel Arm BB or 3 Wulf Moonsault isn't cutting it anymore
 
Here's some screenshots <sorry, nothing to record video with> to show damage of my combos. I remembered you can continue off your first grab mode if you end with the headbutt, so I could use meter afterwards to get ever such more damage. I also switched Band's assist from M A-Train to H. A-Train after seeing it did more amage fully scaled.

Base Combo:
sLK>cMP>Chair-cHP>jLK>jMK>Chair-jHP>cMP>Chair-cHP>jMP>jHK-chair deploy>sLP>cMP>Chairless-cHP>(H A-Train assist)>Chairless-sHP (into grab mode)>Knee>Headbutt>(Blockbuster)
B1E11A1255D30D07BB8FEAE69F722FFB05DFADED
70B068FDB63E2AF81593DFDBC3886E8BA5532615
08B655C714609348096530A55E76A0732D48FB33
081F3C399151C1F8C293EE8364CCA0093FB963E0
 
OK, thanks for the tip, didn't notice it was 2v1

OK, the readjusted damages from that combo + meter follow:
Dead Arm Time - 6372
Leap Grab - 6111
Leap Grab <Penguin Ref> - 6725
LV 3 <Moonsault> - 8236

Gotta say,Beowulf's the first character that truly is fun to experiment with their combos for. His moveset just clicks with me, so doing Brass Beast combos in training is as fun as actually doing matches.
 
Found a couple of cute corner combos. They don't do all that much damage for a corner combo, but I like 'em, and they're easy to remember

:BIG:
cMPx2 > cHP > H Brass(E-Brake) > cMPx2 > M Brass > cLK > cMP > H Brass > (Blockbuster)

:BEO:
cLK > cMP > chair-cHP > jLP > jMP > Stampede > cLK > cMP > chairless-cHP > jLK > chairless-jHP > Grendel Killer

Does OK-ish damage for no Tension, gets Hurting back in the same combo and earns a stock of Crowd Hype
 
Might as well archive a couple of nice-ish variations of the corner combo with Band that is easy enuff for me to do, just in case I ever forget them:

cLP > cMP x2 > cHP > A-Train (E-Brake) > cMP x2 > M Brass > cLK > cMP x2 > M A-Train > (Blockbusters)

cLP > cMP x2 > cHP > A-Train (E-Brake) > cMP x2 > M Brass > cLK > cMP x2 > sHP > jLP > jLK > jMK x2 > jHK > (Blockbusters)
 
Found a corner combo I can do that is extremely situational, resource-heavy and requires that the opponent doesn't ground tech but is awesome and is a TOD in 2v2
Plus it's a combo that lets both Band and Beowulf use 2 taunt-buffed Blockbusters, so it's hype to me
=v

(As Band) cLP [Aroo Ready? assist] > cMP x2 > cHP > M/H A-Train (E-Brake) > cMP x2 > H Brass > SSJ: TUBA > (Sequel into Beowulf) Airwulf {Bulldog > Headbutt} > cLK [Bagpipe Blues assist] > cMP > chair-cHP > Airwulf {Bulldog > Grendel Killer} > (Sequel into Band) SSJ: TUBA > cLK > cMP x2 > sHP > jLP > jLK {3 hits} > jMK x2 {all hits} > jHK

<Uses 4 bars of Tension, 2 stocks of Beowulf's Hype, 2 Bagpipe taunts; Must have Bagpipe stocked before the combo; Possibly must have at least 1 stock of Hype before the combo, but I haven't tested if you can get two assist taunts in and still have time to Sequel into Beowulf for his super>

Presumably it would also do some OK-ish damage in 2v1 but it's clearly more for style than substance
 
Who da fuck is @gllt and why is he recording my matches
:y


Anyway, here's a set we did, any feedback is greatly appreciated
I know my reset/throw prevention is shit, not used to players actually resetting/throwing that often
=v
Could also learn to time my tags and stuff

EDIT: man i'm really kicking myself for not using Moonsault vs his SSJ at 1:10:40
=P
 
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Wow holy fuck, can you not block Airwulf if you're in parry state

I parried Bandwagon midair, but then I couldn't block Airwulf even though I should've been able to
 
Hi friends
found a neat couple of combos in the corner, one of which earns you back your Hype after Airwulf

sLK, cMP, Chair-cHP, H Chair Toss, Airwulf (Wulfdog, Headbutt), sLK, cMK, Headbutt, Grendel Killa (into chair)

are there any reliable ways for Beowulf to get more than one Hype gain in one combo (with Band if possible)
 
If you use H-Train, you can get hype from taunt, s.mp and landing on chair in the corner.
 
Had a FT50 set with Nevins just this weekend
0-50 my favor, but there were close calls all around so it was hardly a cinch

I still have an issue with keepaway, as I could tell all I could really do against his Robo was to dash into forward jump into air block against her Theonite Beams, and I never figured out how to properly anti-air her when she does superjump into jHK

I additionally still go for air normals right into L Beat Extend assist
is there any workaround against DP assists that isn't simply blocking assist into opponent's blockstring or cross-up/cross-through attempt, that doesn't require spending tension for a blockbuster or stunt double

In other news, I finally got the timing down for the first-use-chairless-cHP into sLK against Band and Double, so I can finally use the brunt of my Beowulf combos that worked on the rest of the cast except for them
I was also able to figure out Band's sHK > A-Train (E-Brake) > cLP, so that's a few new multi-wallbounce combos open to me now
 
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