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  1. iPlaySkullgirls

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    Is it bad that I had to look at it for a good two minutes before I realized what you meant?
  2. iPlaySkullgirls

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    This just in- Double and Big Band are stronger than Peacock.
  3. iPlaySkullgirls

    Painwheel MDE Combo Thread (Page 3 Onwards)

    Yeah s.mk is more applicable in actual match for sure because of more time to react to hit/block and also that c.mk whiffs at close ranges, but I assumed you guys were just going for max damage.
  4. iPlaySkullgirls

    Painwheel MDE Combo Thread (Page 3 Onwards)

    Is there any specific order that I should do normals in to make the most out of scaling?
  5. iPlaySkullgirls

    Painwheel MDE Combo Thread (Page 3 Onwards)

    I'm pretty sure if you did [c.lk c.mk c.hp] instead of [c.lk s.mk c.hp] right at the start it would do atleast 10 more damage. Now for the actual question: what's the most damage one can get out of hatred install dhc? I remember when double car into hatred install dhc was all the rage, but I...
  6. iPlaySkullgirls

    Fortune General: The Pungeon Master

    Anybody got any tips on how to use more meter? I hate the feeling of ending games with 4+ bars but I find that as Fortune there really isn't ever a reason to use meter. I know that Fortune is meant to be a battery, but I literally don't know what to do with the meter. As Peacock, you can convert...
  7. iPlaySkullgirls

    Robo Fortune Discussion

    I honestly think bombs are better than lasers too, as they stay on screen longer and cover space for a longer period of time. Not to mention that each bomb is usually accompanied by a s.hp and a second bomb. It's easier to get it on a Robo Fortune shooting lasers than it is to get in on Peacock...
  8. iPlaySkullgirls

    Robo Fortune Discussion

    Yes. Even the thought of it has got me itching in my seat.
  9. iPlaySkullgirls

    Robo Fortune Discussion

    Item drop is not just better at keep away. It's also better when approaching.
  10. iPlaySkullgirls

    Robo Fortune Discussion

    But I don't think that item drop and the heads are all that different from eachother. Lk head provides safety as you approach, which item drop also does. Mine blocks a section of the screen, which item drop also does. Missiles are kind of a combination of the two in the sense that they provide...
  11. iPlaySkullgirls

    Robo Fortune Discussion

    But it's one move being better than all three of her head summons that make Robo feel outclassed. One of Peacock's zoning tools is better than three of Robo Fortune's zoning tools, and I just don't feel as if djc will ever make Robo Fortune stronger than Peacock, other than a few extremely...
  12. iPlaySkullgirls

    Robo Fortune Discussion

    I see her as a zoner, albeit not the same breed as Peacock. She still controls zone very well through mines, but her gameplay seems more orientated to limiting their approach options and then punishing a bad approach. Peacock does the same thing, but Peacock forces you to approach because of...
  13. iPlaySkullgirls

    [Oct 30 - Nov 1st 2015] SG @ Canada Cup Interest Check and console preference

    It's like a 20 minute bus ride, but I'm pretty sure I'm actually going to the states that weekend >_>
  14. iPlaySkullgirls

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    I think the horizontal vs vertical thing is kind of interesting. A majority of the characters are definitely horizontally based, but (atleast in my eyes), the characters with strong vertical movement are stronger than those that excel horizontally. Peacock, Valentine, and Painwheel are all very...
  15. iPlaySkullgirls

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    To be honest I think she's strong because she's safe. That's what really makes characters "good" in this game in my eyes. Peacock, Valentine, Eliza, Beowulf, and to a lesser extent Painwheel are hard to actually get a good hit on while they pressure you, and I think Robo has that same thing...
  16. iPlaySkullgirls

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    ehh I think they both have their place in this game. I kind of like that with duo you kind of have the "easier" option because you've got more health, more damage, and more time to invest into your two characters (as opposed to a trio), but they're punished so much harder for bad assist...
  17. iPlaySkullgirls

    Help complete my team

    Honestly, Robo/Double shell would struggle to find a point character that it isn't atleast viable with. Robo's beam helps both in approaching and preventing approach, aiding both rushdown and zoning characters alike, and Double's butt provides decent lockdown (and also aids in horizontal...
  18. iPlaySkullgirls

    First Character?

    Started with Fortune/Painwheel/Cerebella, and since have only dropped Painwheel. But yeah, if you're looking for an easy character to start with I'd say Fukua is probably a bit beginner friendly than Filia. Filia isn't difficult once you get a hit, but sometimes you have to work really hard to...
  19. iPlaySkullgirls

    Impractical Ideas and Silly Suggestions

    I think it would be so fun (although I remember reading somewhere it's not possible) to be able to go back to old versions of Skullgirls. What I wouldn't do to play as Vanilla Fortune again.