• As part of the relaunch of Skullheart, ALL previous threads have been archived.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

Skullgirls Beta Aug 5th Patch Discussion

Is it possible. To make Squigly's Silver Cord not use up Serpent's Tail if used in a combo but does use it if it isn't? I think this would be an interesting thing to test for Squigly players who use that early Silver Cord in their combo but forgot that they spent the effort to charging Serpent's Tail making it pointless when used in combo (bit of a damage boost but eh). While this may incentivise people to charge Serpent's Tail and not use Appegio or Tremolo it could also mean a choice between using Appegio/Tremolo/Or any Dragon Breath Special to end with.

Example being
c.lk, c.mk, s.hpx2 xx Silver Cord Wouldn't use Serpent Tail charge

but raw Silver Cord would.
It's fine as it is. This change would make the move it really non-intuitive just because you "forgot you charged it".
 
  • Like
Reactions: Pickles and Wenzel
This change would make the move it really non-intuitive just because you "forgot you charged it".

I didn't suggest it as though I was in the "Forgot to Charge it" Mindset it was more of just a quality of life change. I know with a lockdown assist you can easily Silver Cord, Lockdown Assist and charge Serpent Tail and continue your combo. But I figure if you are going to use an assist for that anyways why not have it where you wouldn't have to use an assist. It'd be a lot better then asking for the Charges to be a little more faster for Squigly c.mk or s.mp as like a 1 frame link or something.
 
  • Like
Reactions: Wenzel
I didn't suggest it as though I was in the "Forgot to Charge it" Mindset it was more of just a quality of life change. I know with a lockdown assist you can easily Silver Cord, Lockdown Assist and charge Serpent Tail and continue your combo. But I figure if you are going to use an assist for that anyways why not have it where you wouldn't have to use an assist. It'd be a lot better then asking for the Charges to be a little more faster for Squigly c.mk or s.mp as like a 1 frame link or something.
If you wanna keep your K-Charge and continue the combo you can just do a K-Stance Cancel. And what does stancels being faster has to do with anything?
 
If you wanna keep your K-Charge and continue the combo you can just do a K-Stance Cancel. And what does stancels being faster has to do with anything?

Not the stancels buts the charge time to charge serpent tail or dragon breath. Since you can't do Silver Cord and charge ST/DB and continue it. Since it requires an assist or forgoing the Silver cord and Seria/stanceling to keep the charge. I dunno. I'm just trying very hard to suggest an actual good change/experiment for my favorite fighting game only for my suggestions to be solved by getting good or just not knowing all the frame data :P
 
You know how there is a graphic indicator that hit stun has ended, can we get an indicator that shows that block stun has ended so you can tell during a match that something is a block string?
 
Hi. Idk where we post to suggest beta changes for testing but can we maybe try to change the input of filias ringlet spike ability? perhaps maybe qcb+p since theres no ability that uses that input in her movelist? it gets a little annoying that you have to wait a few seconds before inputing the qcf+p input for her spike, or you'll end up getting the updo ability instead. idk how that all works but im guessing its something with the game logging that forward input from moving as being a part of the input for a dp motion. makes it so she cant foward dash using the 2 forward motions input or move forward and input ringlet spike or else shell get updo instead. please consider changing it to qcb+p.
 
You can input it as hcf+p to avoid getting read as a dp motion.
 
  • Like
Reactions: Pickles
I didn't suggest it as though I was in the "Forgot to Charge it" Mindset it was more of just a quality of life change. I know with a lockdown assist you can easily Silver Cord, Lockdown Assist and charge Serpent Tail and continue your combo. But I figure if you are going to use an assist for that anyways why not have it where you wouldn't have to use an assist. It'd be a lot better then asking for the Charges to be a little more faster for Squigly c.mk or s.mp as like a 1 frame link or something.
Gllt explained several pages back why this wouldn't be a good idea (he was responding to a more extreme version of this suggestion where she could choose whether or not to use her charge). Since it was a long post I'll just link it instead of quote all of it: http://skullheart.com/index.php?thr...5th-patch-discussion.9079/page-52#post-378845

You know how there is a graphic indicator that hit stun has ended, can we get an indicator that shows that block stun has ended so you can tell during a match that something is a block string?
Considering how often you go into block stun for very brief periods of time in a match, something like this would be very distracting in a match and it wouldn't serve much purpose IMO. At most something like this could be a toggle option in training mode similar to the cross-up indicator but it wouldn't really have much use even there.
 
  • Like
Reactions: Pickles
Gllt explained several pages back why this wouldn't be a good idea (he was responding to a more extreme version of this suggestion where she could choose whether or not to use her charge).

Yes I do remember reading that discussion as I have been reading as much as I could of this topic since it started. (Though I would skim the discussions of Bring back Old Fukua Shadow and the previous make Headless Fortune Better :P) Thats why I was only suggesting it with only Silver Cord and only if it was used in combo that it wouldn't use up charge. I was waiting to see if anyone would suggest it when it was mentioned as "What if she could choose not to use charged versions of specials or not discussion." But it never came up so thats why I suggested it recently. But like Daemyx said before I should just either forgo the Silver Cord and Seria/Stancel into the rest of the combo or find a assist for it (Like Double l Bomber, Eliza's Orsiris Spiral, Val's Savage Bypass, etc)
 
Considering how often you go into block stun for very brief periods of time in a match, something like this would be very distracting in a match and it wouldn't serve much purpose IMO. At most something like this could be a toggle option in training mode similar to the cross-up indicator but it wouldn't really have much use even there.

People hardly notice the other indicator. its only really noticeable if you are looking for it and maybe make it only show up after a certain amount of block stun time has passed. Kinda like how pbgc works. Just something to let you know you could have done something.
 
Random other thought can robo fortune keep some more sliding momentum after her dash if she attacks with a normal? I was trying to think of some situations where that would be bad but I couldn't.
 
VSav dash normals would probably be broken as hell.

I want it.
 
  • Like
Reactions: Receita Federal
Random other thought can robo fortune keep some more sliding momentum after her dash if she attacks with a normal? I was trying to think of some situations where that would be bad but I couldn't.

That's the problem with that.
 
Random other thought can robo fortune keep some more sliding momentum after her dash if she attacks with a normal? I was trying to think of some situations where that would be bad but I couldn't.
sliding armor and dash jabs on tall crouchers.
 
That's the problem with that.
Explain.

Let me be clear I see nothing bad for her. ;) she already has some momentum it seems but it's barely there.
 
VSav dash normals would probably be broken as hell.

I want it.
imagine msfortune jab w/ renda bonus

that idea works on vsav because you cant chain after a dashing normal, only link. it'd be extremely hella deadly broken on sg
 
Last edited:
  • Like
Reactions: Wenzel
Explain.

Let me be clear I see nothing bad for her. ;) she already has some momentum it seems but it's barely there.

Nothing bad for her would be the problem. If you've played with Magnet some, you can see that sometimes c.HP hits behind her. Her sliding under someone's attack or advancement and receiving cross up AAs is too strong. Sliding probably wouldn't do anything for her as far as +/- on block but she already has the fastest dash. She can dash one more second if she needed to. Also projectile-> call assist would be destroyed by dash s.HP which you could call an assist after or level 3 for a free happy birthday.
 
  • Like
Reactions: Receita Federal
Holding dash a little longer to do the same thing as having momentum just seems like having more difficulty where there could be none. Plus with with double jump cross up overheads being gone and nerfs to her close up damage and frame data cross up anti airs can be a new more toned down thing for her.

In most cases now she should want to stay out. The possibility for a cross under anti air gives her something. She doesn't need to slide as far a peacock or anything but at the speed she goes with her dash a little more momentum would make sense to me.

@vsav dash jab stuff
The pause at the beginning of robos dash would make that stuff less effective I think. But I didn't know about vampire saviour dash jab until a second ago so I could be really wrong.
 
Last edited:
ok in case you can't see what's wrong with giving robo momentum stop on her dash imagine a world where you can dash up jab while still moving forward during startup

it basically allows you to input 66LP and do what is essentially a 6-7f rush punch
 
People hardly notice the other indicator. It's only really noticeable if you are looking for it and maybe make it only show up after a certain amount of block stun time has passed. Kinda like how PBGC works. Just something to let you know you could have done something.
I don't think that would work simply because of a number of times you aren't in blockstun but are in pre block in this game. For example, there are a lot of block string routes that Para has that are actually 1 frame, frame traps for example; off cMK pretty much the only thing that's reliably true is pretty much cMK>cHP or cMK>Fireball. That would also take away from the appeal of frame traps in general because now they whether they can fr1 invul their way through something.

imagine msfortune jab w/ renda bonus

that idea works on vsav because you cant chain after a dashing normal, only link. it'd be extremely hella deadly broken on sg
And changing it just for her would be gimmicky as hell.

[edit] Also Lol robo is a gg character not a Vsav character if anyone should have that it's Parasoul but no way in hell she "needs" it. (Beo already has hop dash).
 
Last edited:
I don't know how pre block effects block stun but the reason I figured the block stun indicator would be okay is because like the hit stun indicator doesn't keep you from getting hit by the same reset the block stun indicator won't stop people from getting caught in frame traps.

In my mind this is so because there are so many ways to reset and trap that a player can't possibly learn them all. in a given match though if an attacker is constantly using the same frame trap that indicator will help the defender catch on. The indicator would make the attacker have to get more creative cause it will make it easier to catch on to constantly used frame traps, At least as effectively as the the reset indicator does.

In the end this does sound like a good training mode or replay option as said above but it might be useful in a match for casuals like me learning on the fly.
 
Explain.

Let me be clear I see nothing bad for her. ;) she already has some momentum it seems but it's barely there.
If you input the button before you are in range of your opponent, you go through the start up frames of your normal at a range where they can't easily contest your button start up (with their fast jabs or shorts too)
Once your button is finishes starting up and you are entering the active frames, you're already in their face.

Robo having to get in range of the opponent with her dash before hitting the button helps her having the fastest dash speed in the game not be extremely busted - because you can just hit a button before her and you win.

Finishing the start up frames of all dash in pokes early, out of range, so you only slide in with the active frames?
No thanks!
It's like an auto whiff punish if the opponent tries to hit you early.
Think of it like a grounded IAD.
(SHP.. sHK???? Oh god.)
 
all have taunts that do pretty big things

And you didn't mention Big Band? His taunt does more than Squigly and Eliza. But yes, some taunts ARE worthless, but some are important as well. Look at my team. 'A' train. I get taunts for days so I can make my DHCs happen.
 
And you didn't mention Big Band? His taunt does more than Squigly and Eliza. But yes, some taunts ARE worthless, but some are important as well. Look at my team. 'A' train. I get taunts for days so I can make my DHCs happen.
Because the post I was responding to already included Big Band:
besides BB,Peacock, and Robo the taunts are nothing worth noting.
 
Hi guys!

So, I've just come back to seriously playing the game a couple of days ago. I've been checking the beta updates, and...

Why is the priority now K > P instead of P > K!? What was the reasoning behind it?
 
Hi guys!

So, I've just come back to seriously playing the game a couple of days ago. I've been checking the beta updates, and...

Why is the priority now K > P instead of P > K!? What was the reasoning behind it?

Depends on the character. Some characters have P>K or K>P by suggestion of the character.
 
So ultimately, what's people's opinion on the peacock bomb > teleport thing?

It's hard for me to really say if its too good or not because of bias. The stuff you can do with it really lends well to the playstyle that I like to play so I'd hate to see it go but I can acknowledge that it's definitely a really strong tool to have.
 
So ultimately, what's people's opinion on the peacock bomb > teleport thing?
http://skullheart.com/index.php?thr...5th-patch-discussion.9079/page-48#post-378620

I don't think you should be able to bomb, crossup teleport after calling assist (at all?). Running away with bomb lk teleport is good, but it just further corners Peacock in the long run. She still needs to get out of the corner, which isn't as hard when she can call assist, throw a bomb, then teleport behind them to both crossup and be safe to run away if she wants. It needs to be dialed down slightly imo, but it's fun to throw bombs and run away.
 
It's a powerful tactic but I don't mind playing against it. But then again, I lose to it so maybe I should mind.
 
This is a training mode suggestion: I would greatly appreciate a delay timer for pushblock similar to the one for burst, to be able to better simulate reaction pushblock.
 
So speaking of training mode suggestions, I would really love a way to set audio to mono in game. Everything sounds good while you're playing but after spending a few minutes in the corner in training mode the audio through one ear can get grating.
 
I think the bomb -> teleport cancel with peacock is really fun to use.
It might be too strong, idk. But it's fun, i'd like to see it stay maybe if she got some other nerf to compensate.
 
i haven't really played as or against peacocks on the beta recently but didn't the teleport change get nerfed to only let you do bomb + L teleport, not M or H?