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Skullgirls Beta Aug 5th Patch Discussion

No meter gain on whiffed Fukua love dart is unjustified because when you are full screen away, all the love darts are easily dodgeable. Furthermore, it's the projectile with the longest cool down in the game which leaves her vulnerable for multiple frames while you gain NO METER for zoning. Love dart also gets beat by every other zoner character. Robo laser will destroy it AND hit you (while she gains meter and you don't). Peacock will shoot 4 projectiles while a bomb and an airplane are flying in your face.
 
TBA officially but I think will hit the retails versions when lobbys are ready to consoles, tought.
 
also something i noticed, beowulf's s.lp is supposed to gain hype every 45 frames...its not though. it's 60 frames about. mistake/bug? @Mike_Z
 
also something i noticed, beowulf's s.lp is supposed to gain hype every 45 frames...its not though. it's 60 frames about. mistake/bug? @Mike_Z
If you look at the first hype its around 60 frames, but the rest of the hype is definitely less than 60 frames each. It takes about 150~ frames for all 3.
 
Haha he has a +1 DP and is a top three character, he doesnt need any of this xD

Joking aside, I see a case for Beo getting throw invincibility for M chair. It's a boring and limited special right now, and if we look at this...

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Look at that right forearm, folks. It would be a shame if someone.... Stuffed it with any stand jab ever :joy: :onehunnidemoji:

And unless I'm messing up my timing SUPER bad... It comes out on like after frame 20... So yeah this is hella reactable.
 
I don't mean to be rude, but if you guys want a Beowulf change, try to make it a sensible one.

Even if M Hurl was throw invulnerable on startup, nobody would use it; the risk/reward is too heavy in your opponent's favor. At the very best, you predict their throw attempt correctly and are put slightly plus with a chair over their head. That's it. You can only combo off of the move with Gigantic Arm, in which case you should just spend the meter from the start and save your chair. Every other situation has your opponent at a great advantage.

M Hurl is a healthy addition to Beowulf's setplay and doesn't need to be changed (although it would be nice if it had shorter recovery). Giving throw invulnerability to L Hurl is a different story, although I am not entirely sure Beowulf needs that either.
 
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also something i noticed, beowulf's s.lp is supposed to gain hype every 45 frames...its not though. it's 60 frames about. mistake/bug?
If you look at the first hype its around 60 frames, but the rest of the hype is definitely less than 60 frames each. It takes about 150~ frames for all 3.

For the first hype, is it 60 frames including or excluding the startup of s.LP?
 
It's 50F after completing and holding the start up of sLP.
So it's 57F for the first hype charge.

EDIT: That might not be totally accurate actually I'm not sure, this is hard to test :S

EDIT2: Okay so it seems that if you do a short hold but not hold enough for the hype to build, it caries that hold time into the next sLP hold.

That being said, from no previous holds hype builds on the 57th frame after pressing and holding sLP from my testing.
So that's 50F + 7F start up from sLP.
 
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For training mode, would there possibly be a way to numerically show how much meter you gained in a combo? For example, you have one value with you how much gained, then another value with the net meter gain/spending?
 
It's 50F after completing and holding the start up of sLP.
So it's 57F for the first hype charge.

EDIT: That might not be totally accurate actually I'm not sure, this is hard to test :S

EDIT2: Okay so it seems that if you do a short hold but not hold enough for the hype to build, it caries that hold time into the next sLP hold.

That being said, from no previous holds hype builds on the 57th frame after pressing and holding sLP from my testing.
So that's 50F + 7F start up from sLP.
ok so in that case, its not actually 45 frames either way...and that needs to be fixed right??

For training mode, would there possibly be a way to numerically show how much meter you gained in a combo? For example, you have one value with you how much gained, then another value with the net meter gain/spending?
Thats actually a really good idea
 
Non detailed patch notes

- Beowulf hype finishers scale to 50% or something.
- You don't build hype in that combo anymore for landing on the chair with a finisher if you already used an EX finisher in that combo. Taunt / sLP / Micdrop are OK.
- EX Blitzer removed.
- Valentine P > K priority on the floor, K > P priority in the air.
- Robo sHP +1 start up
- Robo Mine forces 50% scaling on hit or trade, but she is now allowed to combo off trade.
- Double can input QCB+K during Level 5 to detonate herself like Peacock's lenny.
> The detonation is - on block.
> Launches very high on hit.
> She can detonate at any time.
> I think she detonates when they timer expires but I could be wrong.
> Because of the damage detonate adds, the super lost a tiny bit of damage but now does a net gain of +400 than the last version.​
- If you hit Double out of Level 5 all bombs vanish instantly, so you aren't punished for punishing her.
> Rings don't vanish, only bombs.
> Unsure if bombs vanish on timer expire.​
- Pre-flash on road roller drop is removed or something. SFX is still there.

- Valentine counter venom brings really high opponents down closer to the floor.


 
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Can someone translate dekillsage for me? Is he saying that it's a bad change? Is it not enough? Are the rest of the changes just boring? Do the number of z's play into the overall opinion?
 
If Rabble's tears weren't clear enough... a lot of us beowulf players think

- You don't build hype in that combo anymore for landing on the chair with a finisher if you already used an EX

think this is a terrible change because it punishes combo diversity.

Also the damage nerfs seem really harsh... From the combo that Mike showed. The damage went from 10.1k to 7.8k. This is a combo using assist and 3 hype. ASSIST AND 3 HYPE. I was expecting Beo to still be able to break 8k.

I really want to test the damage changes though for myself.
 
I'd prefer harder hype gain and more damage on the EX's, personally.
 
Yeah honestly the damage nerfs seem extremely harsh all things considered since he didn't even get 8K for 3 hype + assist in the example combo, where he get 8k and hard knock down off retail assists with no hype mechanics.

I'll have to try them myself obviously but being less able to set up your own hype building and also doing less damage with the new mechanics at max resource than he did resource-less in retail just seems like a nerf to him overall, because it means the only thing he is gaining from this compared to retail is the ability to convert a couple of specific grab situations without an assist call while losing a lot of his set ups from hard knock down without having a resource you are mainly supposed to build in neutral or in a combo with no EX which I can only assume is going to be mediocre at best.

A more than 20% loss of damage on an optimal combo scares me for how much he loses on a sub optimal combo start which is what he seems mainly aimed at converting off now.
 
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Yeah honestly the damage nerfs seem extremely harsh all things considered since he didn't even get 8K for 3 hype + assist in the example combo, where he get 8k and hard knock down off retail assists with no hype mechanics.
What???

EDIT: Unless you mean an example combo the mike did recently or something that has the newest changes?
 
What???

EDIT: Unless you mean an example combo the mike did recently or something that has the newest changes?
Yes. The example he showed during salty last night of the damage nerfs Beo is receiving.
 
Yeah honestly the damage nerfs seem extremely harsh all things considered since he didn't even get 8K for 3 hype + assist in the example combo, where he get 8k and hard knock down off retail assists with no hype mechanics.

I'll have to try them myself obviously but being less able to set up your own hype building and also doing less damage with the new mechanics at max resource than he did resource-less in retail just seems like a nerf to him overall, because it means the only thing he is gaining from this compared to retail is the ability to convert a couple of specific grab situations without an assist call while losing a lot of his set ups from hard knock down without having a resource you are mainly supposed to build in neutral or in a combo with no EX which I can only assume is going to be mediocre at best.

A more than 20% loss of damage on an optimal combo scares me for how much he loses on a sub optimal combo start which is what he seems mainly aimed at converting off now.
I feel like it's worth pointing out that Beo isn't just having his combos mixed up a bit and getting a couple new grab conversions, hype gives him new tools as well. He's getting a new mobility tool in jd.HK, he no longer takes extra chip from projectiles and he can make blitzer and chairless normals safe with hype. I'm not saying that the damage nerfs are too much/little, just that you guys should probably also look at what hype gives him in neutral - whether he should perhaps get more or less - instead of focusing purely on his combo damage (I will also say that I think retail Beo does too much damage meterless and at max undizzy so I don't think he is necessarily a good yardstick for the new Beo's damage).

Also, in regards to this in particular:
a resource you are mainly supposed to build in neutral or in a combo with no EX which I can only assume is going to be mediocre at best.
For most members of the cast, you normally have to either prioritise building a resource or damage, complaining that you can't do both to me seems a bit much. Having to choose between building hype and spending it in a combo also means that he can't just rely on endlessly mixing you up in his oki which I think is also good (be nice to have Beo be a bit less centred around oki while still specialising in it IMO).
 
he can make blitzer and chairless normals safe with hype

Mike removed ex blitzer and ex chair pickup cancel requires the chair to actually be there.

Besides the above two, hype gives him conversion off of airwulf which was already there and conversion off of chairless j.hp.
 
The Beo taking no extra chip thing is saddening, that matchup is already horrible for Peacock. Chalk up another thing a character gets that makes matchups bit tougher for her =p. I am curious if anyone else besides me thinks she's still in a rather poor spot right now. I'd say that in comparison to her retail version; Peacock is better overall by a bit but she still seems rather underwhelming.
 
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I think she's stronger as a character but other characters have stronger anti-zoning options too. I've been playing pretty badly recently so it's hard for me to tell how good that makes her overall.

edit: I'm not trying to imply she needs buffs. I'm saying I honestly can't tell how well she ranks compared to the rest of the cast right now.
 
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Like Mr.Peck said, nearly half the cast has gotten some buffs in terms of anti zoning capabilities. Peacock got the slight frame boost on a M/H george and the lenny change, and those are fine buffs but they don't make her zoning any more intimidating. Characters/players that can fight around lenny will still be able to threaten Peacock despite her projectiles going through them and characters that can weave through her zoning lines can do it all the same despite the slight speed increase. And the MP bang change is nice but it does hurt some DHC stuff as well as causing characters to bounce out of the corner and over her head sometimes.

Her better anti airs is probably her best buff, even if it mainly helps with characters like Filia, Eliza and Fortune and not some other hard matchups like Fukua, Valentine, Double and Beowulf. I don't find the new L teleport really that useful in most situations and rarely find myself wanting to bomb cancel into it. So in the end, retail Peacock was arguably near the bottom 3 and while she got some decent buffs; When you combine that with other characters getting more tools against her (Eliza, Cerebella, Parasoul, Robo, BB, and Beowulf/Fortune slightly) and her getting about 1K damage nerf across the board (2K if you count item drop confirms which is her main way of getting hits/resets), she still comes out rather lackluster in comparison to the rest of the cast imo.
 
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The Beo taking no extra chip thing is saddening, that matchup is already horrible for Peacock. Chalk up another thing a character gets that makes matchups bit tougher for her =p. I am curious if anyone else besides me thinks she's still in a rather poor spot right now. I'd say that in comparison to her retail version; Peacock is better overall by a bit but she still seems rather underwhelming.

You're kidding. He used to take more damage from blocking certain supers than he did from just walking into them, as a punishment for using a mediocre DP (vulnerable to throws, you have to walk across the screen and pick it up afterward from the exact spot it landed, and you can't pick it up too soon afterward).

Hell, HP chair could gain full invuln and MP chair could gain Item Drop-style tracking, and both would still be incredibly fair. Extra chip is an absolute nuisance.
 
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I have a few quality of life change suggestions for Training mode.

Another Select Button function that can pause the game in the lab minus the menu (A Pause/Continue Button basically). For people who'd like to see exactly what happens when you want it to and would rather a pause and look at what is happening instead of a 10% Slow Down from a recording, or if you'd like to watch an action or combo or reset happen in a frame by frame motion (rapidly pressing the Select Pause/Continue button). Also makes for nifty Wall Paper screen shots without a menu in the way. This would also be a great addition to replays as well if it isn't already in it already.

When you bring up the pause menu. Could it be possible to have it save current cursor location. If you get what I mean. Sure its a 1st world problem to have to scroll through your Lab options or the first menu when if it kept cursor memory you could try labbing something, pause and change, labbing, pause and change it back without scrolling through a bunch of options. instead of labbing, pause scroll to the middle part to change something to test, Lab, Pause and scroll to the middle again and change it back to normal.

On a side note I may not be a Beo main but if damage is the issue and that damage was being tacked on at max undizzy would it work if you were restricted to not use EX's at a certain percentage of undizzy like say 90%? Or lower but this would let you put in your EX's in the start and middle but not the end (Which would be weird from a wrestler why wouldn't the last move be a EX Finisher logically). I don't know if the Hype gain is the issue and to me it would seem counter intuitive to take away the hype gain.