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Skullgirls Beta Aug 5th Patch Discussion

Just make Peacock's bangs a fireball motion instead of a dragon punch motion if she needs a buff.
oh my god mmds we are not doing this again

like I don't know what you expect to accomplish here but you made yourself enough of a laughingstock the first time

let it go man
 
I think it is best if we just ignore mmds. It is not worth anyone's time and energy discussing on that nonsense any further.
 
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now now dont flame mmds we make mistakes no drama no bully!!!
Thanks! And I can agree with you and change m shadow to grab. I'll come to terms with it all eventually.
 
Could the range of ground H Bypass be increased? This is just because it can whiff sometimes at the end of a combo if you do LPx3, MPx2, cr.MK, HKx3, H Bypass from near max range. Using MK instead of cr.MK helps slightly but even then it will still whiff if the chain is started from far enough away. Since I don't think ground H Bypass is really used outside of combos this shouldn't cause any problems (that I can see at least) other than making combos a bit more consistent.

EDIT: Did a little bit of testing and it whiffed for me vs Ms Fortune and Filia/Fukua.

Just popping in to remind people that H Bypass is also a useful assist.

Also, if anything, I'd like for air H Bypass to get more range so it actually hits fullscreen, instead of doing that thing where she just whiffs right in front of the opponent. But I'm assuming the range on that is intentional and probably won't change.
 
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The new MClone is like a mix between bypass and pinion sort of??? as an assist in ways, it gets some conversions but not others but its LIT

 
I must have been imagining it, but I thought at some point Fukua's j.hk was set to scale the follow up combo. Not in these notes, but before. I just realized that's not the case.
 
Could BB jMK1 pull opponents in the air down a teeensy eensy bit to help with jMP jMK1 sLP from either cHP or sMK2? @Mike_Z
 
Could BB jMK1 pull opponents in the air down a teeensy eensy bit to help with jMP jMK1 sLP from either cHP or sMK2? @Mike_Z
There's a chance this might break my BnB if you do it.
 
I didn't think to ask @Dhoppler after playing with him for his POV, but the M Egret change feels way better from the Parasoul side. It doesn't let me move forward freely, but if I call it intelligently, it gives me a moment to re-assess the game state and give me a chance to move forward with less crap on screen.
 
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i hope ms.fortune can cancel cat scratch fever by cat strike when cat scratch fever was guarded.
in the same way as when cat scratch fever hit.
 
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i hope ms.fortune can cancel cat scratch fever by cat strike when cat scratch fever was guarded.
in the same way as when cat scratch fever hit.

assuming cat strike is the head roll (I dont play fortune) then that's intentional so that you can't make your invuln super safe by canceling it into another invuln move
 
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assuming cat strike is the head roll (I dont play fortune) then that's intentional so that you can't make your invuln super safe by canceling it into another invuln move
he's talking about on block, right now you can only do it when it hits something, though this still means you can do it if you're hitting the assist and point blocks.

Also it isn't inv when you cancel into headroll from csf.
 
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he's talking about on block, right now you can only do it when it hits something, though this still means you can do it if you're hitting the assist and point blocks.

that's what im saying though, if you COULD do it on block then you could make your invuln super safe (plus even maybe? i dont remember the frames on head roll) which would be dumb. didn't know that headroll after super wasn't invuln (and not sure if i believe it either, many times I've tried to punish fortunes after blocking super when they hit my assist and headroll goes right through my punish normal)
 
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that's what im saying though, if you COULD do it on block then you could make your invuln super safe (plus even maybe? i dont remember the frames on head roll) which would be dumb. didn't know that headroll after super wasn't invuln (and not sure if i believe it either, many times I've tried to punish fortunes after blocking super when they hit my assist and headroll goes right through my punish normal)

its 100% vulnerable after csf, headroll is -2 on block so its mostly safe. Also yeah being able to cancel into it on block would be really silly because then you're pretty much only be able to punish with lights, or at all if your character isnt fast.
 
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I know shade touched on this bug in his video yesterday but I've got some videos of it in action and in training mode
EDIT: If Eliza uses sHP sHK and isnt moving when is hit by M shadow she'll always disapear
 
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I wanna see people do some really cool single-character exhibitions while the glitch still exists.
 
Headroll after a blocked CSF is jab-able. Like Fizz says, it's not invuln. Also, it is -8 on block if you don't want to jab it before. I only use it to kill my opponent if they have a bit of life left at the end of the combo and I don't wanna DHC.
 
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the glitch also happens if you don't block M shadow on incoming
 
I didn't think to ask @Dhoppler after playing with him for his POV, but the M Egret change feels way better from the Parasoul side. It doesn't let me move forward freely, but if I call it intelligently, it gives me a moment to re-assess the game state and give me a chance to move forward with less crap on screen.

I hate it. Buff Peacock. Give her back 3 bombs. Everyone's lit now. People know how to move. Don't really do that.
 
Maybe make it so that peacock with 3 bombs has more recovery than throwing 2 bombs, or make her recover faster if she only throws one bomb, which can make it easier for fighting big band/beo in most cases.

In all good sense, implementing this in beta could be a good test to see how this would work out
 
I don't think bombs are her issue, maybe that's just me.

Once you get past the bombs the tools she uses to escape have been nerfed or don't work super well, but that's how she's supposed to be.

M Bang is HCH by jumping, and she doesn't deal with jumps well in the first place.

Shadow not being able to drop while being poked was a huge change.

Teleport + assist only works with one or two common assists.

Her dash speed with awkward start up makes it extremely difficult to cross over or under the opponent.

Characters that have easy ways past the zoning to bypass that part of neutral and get into her face like Valentine make that MU really sad for her.

Then the other MU's are more she keeps you out until you die / tag or you get in eventually and she crumbles.

I think that happens with Robo too, but Robo trades complete fullscreen dominance and oppression for more tools to escape once they are at mid and closeish range.
 
Perhaps give her the ability to let her go behind the opponent with H teleport + assist call, like she used to
 
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Just wanted to say that at Slapfights we all really liked the new M Shadow. I actually think it's pretty balanced; it makes Fukua easier to deal with on approach but the mixups, resets, and pickups it gives her seem to be really well liked. The only issue I take with it is the very generous vertical hitbox; if it was significantly reduced or eliminated it would alleviate defensive issues involving the new M Shadow and the attack animation doesn't suggest it should hit airborne.
 
So I just experienced my first game breaking glitch against the new Fukua shadow move lol. I battle butt'd Robo as she called Fukua but then got hit by the assist and Bella just dissappeared for the rest of the game. I couldn't do anything and he couldn't do anything to my non existent self. He won by time out, the new strats are too good.
 
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new m shadow is really fun, as an assist I agree its kinda dumb but for point fukua she gets cool setups midcombo but also can convert off her zoning which is really interesting. my favorite part though is probably how it sends people to the shadow realm
 
Literally scroll up TJ
Your point? I simply stated i finally had my first interaction with it and tried to make a joke about new meta time out strategies.

Edit: I would also like to add how I am not fond of how Parasoul can use M egret against Peacock at any range (except close up obviously) and avoid any and all projectiles without any chance of Peacock able to capitalize on over use of it. There's pretty much no reason Parasoul shouldn't be using this every chance she has unless she wants to use bike. Bike egret into shot was already one way to check Peacock, as supering in reaction got me grabbed. Does she really need this? I know it helps her against robo too but my goodness, doing Peacock's job of keepaway and using bar for chip against some characters is getting a lot harder.

Speaking of which, Robo's beams give Peacock such a hard time lol. I mean I can eventually sneak in a H bomb or fake teleport, but I have to eat a 900 damage beam or two just to try. And I know jumping beats the low one, but Peacock doesn't want to jump towards Robo, she can't beat her upclose. I need to practice with it a bit more but I dislike that matchup quite a bit more now lol.
 
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Defensive issues in what regard?
A scenario I encountered with Datagram was:

Block string with some Point -> PBGC the Point -> Try to do something grounded-> Get M Shadowed

Lowering the vertical range on M Shadow would allow punishing the opponent's Point while evading the M Shadow by jumping over it. Otherwise, there's not much you can do except block; trying to jump over it in it's current state and trying to do something can consistently get you killed. Once again, the artwork does not suggest it will hit airborne characters.
 
A scenario I encountered with Datagram was:

Block string with some Point -> PBGC the Point -> Try to do something grounded-> Get M Shadowed

Lowering the vertical range on M Shadow would allow punishing the opponent's Point while evading the M Shadow by jumping over it. Otherwise, there's not much you can do except block; trying to jump over it in it's current state and trying to do something can consistently get you killed. Once again, the artwork does not suggest it will hit airborne characters.
http://i.imgur.com/TDxw3r7.png

Isn't it the same as this?

Plus its a hitgrab. how high up in the air were you?