• As part of the relaunch of Skullheart, ALL previous threads have been archived.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.

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  1. Yomabuddy

    Robo Fortune Discussion

    fwiw I'm too lazy/busy nowadays to update the compendium with combos and setups and stuff so if @Liam wants to edit stuff on it for combos/misinformation then it's cool.
  2. Yomabuddy

    Full Undizzy Sequences - Community Poll.

    The incoming character comes in with full undizzy and hence will not really die in two touches without the attacker becoming heavily meter negative. I think people really need to get better at beating characters that are good at this and approaching such problems from a strategic manner instead...
  3. Yomabuddy

    Robo-Fortune Tech and Resets Thread

    r u implyin wat i fink ur implyin
  4. Yomabuddy

    Thanks man!

    Thanks man!
  5. Yomabuddy

    Robo-Fortune Combo Thread

    Look at the compendium for youtube videos for reference on how to do it.
  6. Yomabuddy

    Robo Fortune Discussion

    Building heads is lit tbh. I will sometimes give up combos from assist hits and use them to get 2 or even 3 heads given the situation. If the opponent is large like Eliza or Double, and they aren't accustomed to reaction c.HK/car'ing through your RAM, setting one off lets you build two back...
  7. Yomabuddy

    a grimoire of self-betterment

    FWIW I think redoing it completely would be kind of reinventing the wheel. If you have ideas/notes I can add those to the one in the forums already.
  8. Yomabuddy

    Robo Fortune Discussion

    Now that beams have been made worse to parrying in the Robo vs BB matchup, I've been looking j.HP as a way to control Big Band. Turns out if Big Band tries to use Brass to catch you, you can buffer a jump cancel in j.HP and cancel it into double jump and block instantly. It loses to A Trains...
  9. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    Me being a BB/FI player has very little to do with this??? I tested all my strings and happy birthday combos vs PW/BB and SQ/BB and there's a bunch of BB players here that mess up my strings a bunch of times too, so. If you wanna shitpost and grumble like an old fart then be my guest.
  10. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    Learn combos that will work with x/BB happy birthday. If you're missing confirms on happy birthdays, do confirms that will work with x/BB as soon as you see BB pop up. As they say, git gud.
  11. Yomabuddy

    From scrub to not scrub in dunno when

    Playing Filia/Robo/Band again. What do I do in neutral when Filia dies/when I want to help her heal, especially when the opponent has beat extend and I have no heads, is something I have no idea what to do with.
  12. Yomabuddy

    Double Jump Instant Overhead Breakdown / Tutorial

    That one's hard on Korean stick because it requires more power to move the stick ;_; Time to buy a Sanwa ;_;
  13. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    In case this was a thing people forgot Filia players would really appreciate.
  14. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    https://clips.twitch.tv/skg_amabane/InexpensiveNightingaleAsianGlow I've seen M Gun cause wall bounce like this way too often in the beta. Did this used to happen in retail as well, or is this a thing that's supposed to happen now? Also when you set the pushblock to be random but at a set hit...
  15. Yomabuddy

    Snapback causes burst in the middle of a chain

    https://www.dropbox.com/s/ws7mcy4vyf1uful/round_0611.ini?dl=0 https://www.dropbox.com/s/1exie76edo77v3q/round_0611.rnd?dl=0 Put replay files (.ini and .rnd) in a dropbox folder. Please let me know if you can access them. EDIT: On an unrelated note, Mao's name (#FreeChairmanMao) doesn't show up...
  16. Yomabuddy

    Snapback causes burst in the middle of a chain

    Timestamp is 1:08:21 if this doesn't work. I tried final string snap with Valentine in other situations against Peacock and it doesn't cause this. Burst still happens in replay. Replay files cannot be attached to the file, however, but I have it on me. @Mike_Z
  17. Yomabuddy

    Double Jump Instant Overhead Breakdown / Tutorial

    Side note: With Big Band you can actually do j.LK wait j.MK, land, 2MK etc instead of chaining into j.MK right away and having to dropkick and losing OTG etc, but this wasn't a Big Band tutorial so :^) FWIW, letting this exist in such a manner seems very antithetical to Skullgirls' theme of...
  18. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    It made way more double snaps drop than not (pretty sure the Double Luger one didn't work?), if you really want to get the satisfaction of hitting her just imagine it or something.
  19. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    Taking the "combos is too long" argument to its logical extreme, please remove all launchers and chains in any way, shape or form as they take too long. It's far too late for this change to not feel hamfisted. The combos being shortened won't really bring in a surge of new players because...
  20. Yomabuddy

    Skullgirls Team Building Thread

    There's no real reason to run s.HP with Fukua, H Beam gives enough lockdown advantages and comes out behind the caller so it's hard to try to double snap it on offense. It gives really good setups after M Shadow hit, and in general is superb on knockdown because it basically makes command grab a...