• As part of the relaunch of Skullheart, ALL previous threads have been archived.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

Search results

  1. SeaJay

    The Unofficial Official Beta Discussion Thread

    I'd also personally be in favour of having it back, but it was only taken away because people complained that it messed up their muscle memory or something like that, so there won't be a way that makes everyone happy. Check out this combo I did with the buffer on though :)
  2. SeaJay

    The Unofficial Official Beta Discussion Thread

    I messed around a bit in training with Beat Extend happy birthdays. As far as it scooping two characters raw and then picking up is concerned, it doesn't feel like too dramatic of a change. The timing is a bit tighter/more specific and I think I'll probably drop a few pickups in the short term...
  3. SeaJay

    The Unofficial Official Beta Discussion Thread

    RIP my muscle memory and my hitbox wiring if we get this, but it's probably worth doing. There's no reason you shouldn't be able to do A1+HK special, or A2+LK special. Pillar butchers players can finally pick up a 3rd character as anchor! (Kidding, kidding...)
  4. SeaJay

    The Unofficial Official Beta Discussion Thread

    You can't just post this and then NOT let people try it, that's mean! Let PW go sicko mode in beta even if it's just for a week.
  5. SeaJay

    The Unofficial Official Beta Discussion Thread

    Ok good point he definitely shouldn't have that. I actually forgot about it because honestly it doesn't feel like it makes a difference most of the time, but he doesn't deserve to have an input reader taped onto his super even if it only matters a small % of the time Well, none of the...
  6. SeaJay

    The Unofficial Official Beta Discussion Thread

    Tbh I think that this would be boring because if he gets a no-soundstun starter he just does two H beats in the combo instead of one (boring), and if he gets a sound stun starter he no longer has to worry about adapting (boring). I might get behind some change that encourages him to use his...
  7. SeaJay

    The Unofficial Official Beta Discussion Thread

    Let's gooo When on point, I've always thought that Band should not be able to do frametrap SSJ after blocked Beat. He should just die for having his DP blocked, no questions asked. Yes you can delay your punish to avoid it, but it effectively shortens the punish window (I think it effectively...
  8. SeaJay

    The Unofficial Official Beta Discussion Thread

    Replay takeover is so hype!!! I can barely believe we're getting such a cool feature. May I humbly request that the takeover time get extended from 10 seconds to 30 (or even more)? I wanna use it to do some epic HCH punish cutscene-ass combo to prove that something would have killed. Being...
  9. SeaJay

    The Unofficial Official Beta Discussion Thread

    All of the things I asked for? You spoil me! But yeah this is great. Sometimes getting IPS stage 3 starter was really stinky, and she never needed the 9999 damage groundbounce starter. As per my last post though, if people lament the loss of groundbounce in combos then I wouldn't be against...
  10. SeaJay

    The Unofficial Official Beta Discussion Thread

    Cool patch with a lot of interesting changes. I'll react to only the characters I know stuff about. Yeah, as a DP assist abuser myself this is probably a healthy change. This move definitely deserved to get shot - postflash unreactable, frame 1 full invuln, giant hitbox, trade god, interacts...
  11. SeaJay

    The Unofficial Official Beta Discussion Thread

    I think Bella's in a pretty good spot personally, but I wouldn't say no to most of the little tweaks Caio suggested. Some matchups feel tough for me (like RF and PW) but hey that's life. If we're asking for smaller qol stuff then - Pummel Horse's post-grab animation getting sped up (again!)...
  12. SeaJay

    The Unofficial Official Beta Discussion Thread

    The game's 12 years old. It's in a completely different lifestage to Strive. I don't think most of us want SG to get turned on its head via substantial character and system reworks, they just want a slightly more streamlined/balanced version of the same game they've been enjoying for this long...
  13. SeaJay

    The Unofficial Official Beta Discussion Thread

    Great post Liam. Only thing I feel pretty negatively about here is I think this is an inelegant way of doing it, much prefer the other options like just making the scaling more penalising.
  14. SeaJay

    Savage Bypass Bug Thread

    This is the PhD dissertation of complaining about bugs, nice work. It would be very nice for her to have bypass be a more consistent option, especially in combos, and I don't think it would be an egregious power increase or allow for any crazy overpowered combo routes. Since we are at the...
  15. SeaJay

    Quality of Life Changes Suggestion Thread

    Oh, the behavior where the hitbox just doesn't appear in some situations, I see.
  16. SeaJay

    Quality of Life Changes Suggestion Thread

    Yeah, either or both of these suggestions sound good. Could just do the pummel spacing thing if we didn't want to buff a button hitbox (though I don't think it would be too crazy of a buff if it was only extended downward, not horizontally) edit: for those unaware, the pummel horse 2MP whiff...
  17. SeaJay

    Quality of Life Changes Suggestion Thread

    P>K in the air for Val would be amazing, and definitely the better choice (in neutral) for a majority of Val players. Neutral execution should be prioritised over combo execution. Plinking assist to 236P in neutral at a moment's notice without accidentally getting bypass is hard :( I'm down...
  18. SeaJay

    The Unoptimize Skullgirls Combo Challenge Thread

    New pb using bella/sewer and an otgless route:
  19. SeaJay

    The Unoptimize Skullgirls Combo Challenge Thread

    Eterpay from SGOCE made a 1313 damage combo with Val/Sewer:
  20. SeaJay

    The Unoptimize Skullgirls Combo Challenge Thread

    Looks like sewer grab is more (un)optimal than late-hitting val 5mk if you can afford to save otg in the route. The Band route does a LOT less with sewer, because you can use sewer to dodge the initial 5MP hit: