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Skullgirls PC Beta Updates Discussion

@Mr. X x/robo/BB or x/BB/robo is my theory best shell right now.

With possible meta pick x/Bella/Robo
With Painwheel in flight, you kind of have to stand block and eat chip from H beams.
Is H Beam slow enough for Peacock crossup teleport?
 
@Dime_x Has PW (whatever)/ BB (L Beat Extend)/Robo (H Beam) crossed your mind yet for theory teams?

Yep, it's currently australias theory fighter s-tier assist shell. H beam shits all over predictable AA assist calls. You can easily call h beam assist and just go in. It's quite nice. I just haven't gotten used to robo fortunes juggles yet though so I only pull the team out against those that don't give me challenge.
 
Being unable to double jump call assist makes fighting peacock a bit harder. Other than that its like, not the worst. Fine with either, but I'm having fun with this version.
 
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After playing a long set with Sage I barely noticed the double jump change. It only seemed to affect me in a couple of circumstances so I'd have to say that I don't have any complaints in particular about it.

But I also learned more about how annoying Beowulf is to fight against with Peacock lol. His chairless sweep has so much armor that it eats through everything I try to place, and I have a hard time chipping him with Argus even from full screen (I really like my argus chips =p ). While it's hard to place bombs down against chairless beo I have to admit it's fun trying to outsmart the sweep or punch super. However when I lost a round when Sage had about 5% on each character because he Beo raw tagged→super→Bella lv 3 DHC→ into full combo and killed my healthy Peacock, I cried. Having to respect that raw tag is so taxing, but it did lead to some intense stare downs.

Oh and while it's most likely a lack of matchup experience I really don't like that wolf rush move. I still got to learn how to deal with it because when I initially tried to beat it head on I lost. So then I ended up being more defensive and if I jumped or such I often got crossed up; while just sitting there and blocking let Beo get a mixup. At worst Sage was just -3 or dashed away when he noticed he didn't clip me. Seemed as long as he played it smart there wasn't much risk especially when backed by LNL. I can't even count the times I got barely clipped by it but he still could confirm for a full combo. Despite that I have to admit, Beowulf leads to some intense matches and is quite fun to fight against. I'm overall really liking this beta.

Oh and I forgot..... the lenny thing. I didn't think having the 4 frame startup being vulnerable would be too bad but nearly every time I tried to go for it I'd get hit out of the startup. So yeah, the nerf did it's job lol. Lenny as a reversal is not recommended for most circumstances.
 
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My double jump assist game was used mostly with fukua because her airthrow is a hard knockdown which is a setup used for double jump assist cross up. I would prefer it stay or maybe let us combo off of airthrow now with many supers only?
 
My double jump assist game was used mostly with fukua because her airthrow is a hard knockdown which is a setup used for double jump assist cross up. I would prefer it stay or maybe let us combo off of airthrow now with many supers only?


If you were to try, could you achieve an ambiguous cross-up situation from jump>call assist>Double jump?
 
wait, so now parasoul can just yolo sniper and it will work against peacock :PUN:
 
Double jump cross/double crossups are already pretty ambiguous, which I thought was the point of doing them to begin with.
 
I don't know how other Squigly players would feel about it but could we try having SBO disappear like Monster if you do a second one ?
 
I wasn't even aware you could have multiple SBO on screen at once.
 
You can't , I meant that I would like to try SBO working like monster , rather than working like lenny as i does now.
 
Can someone explain to me as if I were 5 how the Lenny nerf changes peacock and why peacock players are crying about it ?
 
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Can someone explain to me as if I were 5 how the Lenny nerf changes peacock and why peacock players are crying about it ?
Peacock players don't have any fully-invincible reversals now. It's either strike-only or throw-only.

Though I don't see crying, just people saying they have to adapt. Maybe Fukua players should learn from them. :^)
 
I don't know about changing SBO. It is one of the best level 1s in the game. When she has a charge, I think it becomes the best level 1 in the game.

I rather like that Squigs has to make a judgment call in some circumstances and risk a punish if she makes the wrong call.

Because if she makes the right call, she has you in Squigly reset hell.
 
The longer pre-block range makes it feel like how it should have been all along.

So many times I think I'm close enough to hit with a low, and a lot of times I would be, but they still upback out of it.

Also, is CH stagger unshakeable? If not, I think we should try that (at least for Peacock LP Bang because come on. It has one use).
 
Unshakeable CH stagger is already a test, yes. I don't really see how this helps Peacock, who would still rather avoid Throws with Jump into IAD / jMK
I don't really see how this helps anyone aside from Bella aka CH Reflect? In general it doesn't seem to accomplish much
 
Unshakeable CH stagger is already a test, yes. I don't really see how this helps Peacock, who would still rather avoid Throws with Jump into IAD / jMK
I don't really see how this helps anyone aside from Bella aka CH Reflect? In general it doesn't seem to accomplish much
Painwheel gets guaranteed magicman combos from charged counterhit s.hp
 
Unshakeable CH stagger is already a test, yes. I don't really see how this helps Peacock, who would still rather avoid Throws with Jump into IAD / jMK
I don't really see how this helps anyone aside from Bella aka CH Reflect? In general it doesn't seem to accomplish much
Reflect no longer hits
 
I've got CH pummel horse against some people trying to grab me.

Reflect no longer hits
What staggers is the projectile, not the actual hit.
I still don't get why the hit was taken out, tho.
 
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Painwheel gets guaranteed magicman combos from charged counterhit s.hp
No idea what a Magicman combo is, but even with staggershake you can easily link xx Fly jHP
Don't really know what else you would do there

I've got CH pummel horse against some people trying to grab me.
Yeah CH Pummel happens but again.. what do you actually get out of that?
You gain the ability to link some new stuff after Pummel (jHP, Kanchou, ..), but it's still a 45% scaled combo you will never want to finish anyhow

What staggers is the projectile, not the actual hit.
I still don't get why the hit was taken out, tho.
Because Reflect is super godlike against projectiles, meterless, and comparably safe to whiff (compare full frame count of Reflect to say, Ringlet..)
It doesn't really need the extra crutch of also randomly beating out people who dashed in against you (=you completely misread what they were going to do)
 
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Painwheel gets guaranteed magicman combos from charged counterhit s.hp
I'm unfamiliar with his combos, but were those the ones that used s.hp(charged), fly, cancel, c.hp(charged), c.hk(charged)?
 
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I'm unfamiliar with his combos, but were those the ones that used s.hp(charged), fly, cancel, c.hp(charged), c.hk(charged)?
That's the one I had in mind yes
It is pretty sweet
 
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mike mentioned dynamic lighting updates in the last stream and I was wondering something:

is it possible for characters under certain states to act as light sources? like when they're being hit by fire from squigly or parasoul or electrical effects when being hit by robo?

seeing characters light up when hit by those attacks, but still being displayed as dimly lit on stages like gehenna and bath of sekhmet looks kinda weird.
 
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is it possible for characters under certain states to act as light sources?
Considering Robo Fortunes eyes, I think it's possible yeah.
As for implementing the fire, not sure! It would look nice though.
 
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Does anyone here remember the recent "Salty!", when Mr. Zaimont said that there's some subtle change that people probably won't notice and he'd tell about it later, and people were constatnly asking about it, and ~9 hours later everybody went home, with aforementioned change unspecified? Fun times. So are the changes that are shown on stream always implemented right away, and if yes, does anybody know what he was talking about? (And if no, I'm sorry for posting in wrong section)
 
Does anyone here remember the recent "Salty!", when Mr. Zaimont said that there's some subtle change that people probably won't notice and he'd tell about it later, and people were constatnly asking about it, and ~9 hours later everybody went home, with aforementioned change unspecified? Fun times. So are the changes that are shown on stream always implemented right away, and if yes, does anybody know what he was talking about? (And if no, I'm sorry for posting in wrong section)
I saw it.

I.. I really can't tell you how cool it is. But it's really cool. You'll be pleasantly surprised by the time it lands, I'm sure! Just a few more months or so!

(I'm sorry ;-;)
 
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It's time to do the guess game then!

Some(if not all) of the cast of the 3rd DLC that didn't make the cut return as random assist like in the first Marvel vs capcom! Gameplay-wise they didn't added much in MvC but it was really cool fanservice-wise!

Too much work to be realist(they're already at the limit pixel/sprite-wise, but not for the PS4/Vita version, or maybe make them only usable by solo character), but sure would be cool and would prepare them for their eventual real implementation in the far future! Like that they could use animation for characters not implemented yet.

And if Annie have one chance on 255 to popup, it should give someone a heart attack!
 
Was it something shown on stream but no one was able to catch what it was or it stilll wasn't implemented to a steamed build so no one not at Salty has seen it?

I've always wanted it, so I'll delude myself into thinking it's NMO Arena banners cycle through every DLC character, even if that's not subtle.