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  1. Huffy

    Full Undizzy Sequences - Community Poll.

    I think the scaling at max undizzy should be more severe. Also I still think peacock should be changed in some way, she gets a lot of damage through chip bypassing this change altogether, Argus is unaffected by the super scaling and instead of dhcing she can just loop Argus.
  2. Huffy

    Full Undizzy Sequences - Community Poll.

    A middle ground could be the way to go about it, I like supers being scaled though.
  3. Huffy

    Full Undizzy Sequences - Community Poll.

    Really like the changes overall and the last one is even better. More fair in general because different characters get different damage out of supers. Also getting at max undizzy doesn't feel like a total dead end like it did with 0.2x scaling.
  4. Huffy

    Full Undizzy Sequences - Community Poll.

    Duos are good already
  5. Huffy

    Full Undizzy Sequences - Community Poll.

    Any change that makes the game more neutral-focused is fine by me. The problem I have with these is that they're an indirect buff to solos and duos. In 3v2 you'll reach max undizzy a lot in resets just because they have so much health, so I think another change to duos/solos would be needed to...
  6. Huffy

    Skullgirls Beta Aug 5th Patch Discussion

    http://steamcommunity.com/games/208610/announcements/detail/529569763815083372 New bikes are cool, she gets conversions out of pillar, combos are more consistent and there's some new fullscreen stuff, she could really use this buff. What I don't like is that it makes pillar bikes safe vs some...
  7. Huffy

    Skullgirls Beta Aug 5th Patch Discussion

    Is it possible to make Painwheel stinger assist spawn behind the point? That seems to be the way other projectile assists work.
  8. Huffy

    Double Jump Instant Overhead Breakdown / Tutorial

    Great video, I do think it should be made easier if Mike doesn't want to remove it. Robo gets a lot out of it, having a good overhead option is a huge deal, so locking it behind very difficult execution (especially for stick players) seems to go against the way the rest of the game was designed...
  9. Huffy

    Mr Peck's Comical Character Crisis

    I found this: https://a.pomf.cat/akooyy.mp4 Not sure on what characters it works on but, yeah.
  10. Huffy

    Skullgirls Beta Aug 5th Patch Discussion

    @Mike_Z Are you supposed to be able to parry a low with forward if you just parried a projectile?
  11. Huffy

    Skullgirls Beta Aug 5th Patch Discussion

    I'm very sad but... it's for the best, I guess.
  12. Huffy

    Skullgirls Beta Aug 5th Patch Discussion

    Watched some matches on stream and tried some stuff in training mode. I think 150 UD makes the game much, much better and we should at least try it in beta.
  13. Huffy

    Skullgirls Beta Aug 5th Patch Discussion

    That's exactly what we'd figure out by trying it in beta.
  14. Huffy

    Skullgirls Beta Aug 5th Patch Discussion

    @Mike_Z During Beo's lvl 3 if you do EX wulfdog in the air it gets used up and you can't do it again unlike the other EXs, I pointed this out a while ago but I don't think you saw it. Another thing, if you do a tag combo and then call the first characters' assist during the last string at max...
  15. Huffy

    Skullgirls Beta Aug 5th Patch Discussion

    @Mike_Z Not sure if this is a bug or not but during Wulfamania air F+KK can't be done multiple times like the ground version.
  16. Huffy

    Skullgirls Beta Aug 5th Patch Discussion

    Well, the benefit of zoning is getting meter while the opponent doesn't, not just getting meter, unlike some other characters robo does good chip though, so it makes sense, I guess. I was mostly asking for opinions not for a "fix", this change is pretty huge (they get 2 bars fast and you have...
  17. Huffy

    Skullgirls Beta Aug 5th Patch Discussion

    So what do people think of the opponent meter gain on robo beams? It removes one of the biggest benefits of zoning and encourages going in, which is the opposite of every other robo change in beta.
  18. Huffy

    Skullgirls Beta Aug 5th Patch Discussion

    Headless feels good, I had no problems with the earlier version (attack doesn't come out if you hold the button) but the current one seems better. Only problems I have with the character right now are nom randomly going one way or the other after hitting the opponent (the same exact combo...
  19. Huffy

    Skullgirls Beta Aug 5th Patch Discussion

    Don't know, Mike wants to remove hard knockdown loops because they're boring, so I pointed it out.
  20. Huffy

    Skullgirls Beta Aug 5th Patch Discussion

    I don't know if it's universal but I tested this on filia, bella, squigly, big band and eliza, it worked on all of them. Edit: about beam, you have to call it before doing the finisher, please use training mode.