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  1. noaa

    Quality of Life Changes Suggestion Thread

    I have a small Parasoul suggestion: "Held Tears will travel beyond the edge of the screen" This won't break anything that currently works. It just enables more creativity on more spaces of the screen. An example below: this setup only works when you have your back at the corner, so the H tear...
  2. noaa

    Skullgirls Beta Aug 5th Patch Discussion

    @Mike_Z So... I know this got changed in the last patch and was supposed to be working now... but it isn't: I have a replay file of it happening in a real match if you need it.
  3. noaa

    Skullgirls Beta Aug 5th Patch Discussion

    By the way... is anyone else having trouble to confirm off landmine? It seems to require a microdash or something... I'm constantly missing it. I don't want to be a whiny kid and ask for something like "make landmine if it hits bounce the enemy slightly closer" yet. I feel like I'm messing...
  4. noaa

    Skullgirls Beta Aug 5th Patch Discussion

    I thought I would come here and say I don't like s.mp and the rest of Robo's ground normal changes... but I really don't mind them. The block string I like to go for when I need it is c.lk > s.mp and make my opponent guess if anything else is coming or get out with jumpback j.hp > anything. You...
  5. noaa

    Skullgirls Beta Aug 5th Patch Discussion

    Isn't airball > dash cancel > jab (the fastest followup to airball on block to keep pressuring right?) NOT a true blockstring anymore? That makes it so the options for both players are: Airball > dc > jab: Filia frametraps any non reversal button after airball and gets a hit, opponent shouldn't...
  6. noaa

    Skullgirls Beta Aug 5th Patch Discussion

    Byyyy the way... since I've seen people mentioning head summon assist for Robo... Has anyone actually tried the new s.hp as an assist? It's nuts. Specially when you consider calling it after moves that throw people upwards.
  7. noaa

    Robo-Fortune Combo Thread

    You can try this one: c.lk > s.mp > s.mk > c.hp j.mk > j.hk > djc > j.mk > j.hk(holddown) s.mp(hold) > s.mk > c.hp j.lk > j.mk > j.hk(holddown) s.lp > s.lp > s.mp(hold) > s.mk > s.hp > xx H Danger > xx Super djc stands for double jump cancel. Just tap up forward during a hit. This bnb is...
  8. noaa

    Robo-Fortune Combo Thread

    This is a link. It is not meant to be easy... other than good timing there's not much to it. You could try to do this: s[MP] s.mk sLP anything It is slightly easier, but might require you to retweak your combo because of undizzy.
  9. noaa

    Skullgirls Beta Aug 5th Patch Discussion

    If you mean beam super...
  10. noaa

    Skullgirls Beta Aug 5th Patch Discussion

    s.hk does not wall stick against assists, so it will just proc another red bounce even before the super flash.
  11. noaa

    Skullgirls Beta Aug 5th Patch Discussion

    Anything that stuns for a given amount of time instead of "until opponent touches the ground" won't work because of the unbirthday thing. Assist is not affected by the super flash so it will always jump out since Beam super takes like 84701983764793613 frames of flash to start.
  12. noaa

    Skullgirls Beta Aug 5th Patch Discussion

    @Mike_Z Not sure if it was mentioned already but on the replay selection screen, MK and LK buttons and inverted. MK confirms and LK goes back to the Extras menu. Also... would you take a look at this? s.hp > H Danger > xx Beam super combo on happy birthdays will ALWAYS otg the assist character...
  13. noaa

    Skullgirls Beta Aug 5th Patch Discussion

    This is how lobby matches looks like.
  14. noaa

    Skullgirls Beta Aug 5th Patch Discussion

    Increasing hit stun on Parasoul's s.LP would make it so s.lp > f.mp is no longer a reset. It is by 1f iirc.
  15. noaa

    USA Organizing Skullgirls' Event Calendar 2016-2017

    Okay so... regarding Brazil as a scene we definitely have strong players. There 5 of us at the very least that I know would be capable of getting top8 in a strong tournament. But there is one big issue with us as a community: Brazil is a large country, and we're very far apart from each other...
  16. noaa

    USA Skullgirls Community Tour? (Discussion)

    I mean... I'm one person that IF EVER manages to attend one of the events in question (since I'm from another country), it would be Combo Breaker just because it is the place I'm most likely to have fun. So yeah, I represent the percentage of people who will likely attend ONE of the events in...
  17. noaa

    Skullgirls Beta Aug 5th Patch Discussion

    Btw, since Egret is being brought out, was there any version where Parasoul could do multiple Egrets without having to wait for a cooldown? I don't mean subsequential L cancels, but doing H egret after M for instance would be nice.
  18. noaa

    Skullgirls Beta Aug 5th Patch Discussion

    If it is or isn't true it doesn't really matter? Changes are coming no matter what.
  19. noaa

    Skullgirls Beta Aug 5th Patch Discussion

    It's not like once Robo is commited to an air Beam she can DHC out on reaction before SSJ gets to her since she has no air super. If the Big Band player got the read on that he deserves it for a bar, but not for none with E-Brake being a thing.
  20. noaa

    Skullgirls Beta Aug 5th Patch Discussion

    The unscaled dart does 405 damage. (5 of it I suppose is the first DoT tick, since it seems to do ~5 damage per frame on lvl3 (~2 and ~4 for lvl1 and lvl2 vials) Total lvl3 vial damage: 2,793 Total lvl2 vial damage: 2,306 Total lvl1 vial damage: 1,353 I'm legit curious what green and orange...