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    Skullgirls PC Beta Updates Discussion

    Looks like the assist indicator light doesn't reflect the recent change to pushblock. When you have residual blockstun after a PBGC, the light turns green as soon as your point character can act, but you can't actually call assists until the residual blockstun clears. The light should stay red...
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    Skullgirls PC Beta Updates Discussion

    I mean when the game detects 2 punches during blockstun, it checks to see if you did a super motion or not. So you've got an input for "not-pushblock" that takes priority over the input for pushblock. Yes, you can use the PPK trick to distinguish what you want, but: It's a 3 button input...
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    Skullgirls PC Beta Updates Discussion

    So, now that PPK is no longer an input for pushblock, you can input reversal punch supers with motion + PPK during blockstun and not get pushblock instead of super. Could we make this a quality-of-life change, where motion + PP during blockstun is disregarded as a pushblock input?
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    USA The DC/MD/VA Thread (DMV)

    Nickname/Tag : Swap Region : Maryland PSN : DespicableJerk XBL : N/A Steam : Swap Chars/Teams : Valentine, Parasoul, Double Where do you play offline : Not much, trying to go to locals
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    USA [Feb 17, 2018] The Final Xanadu Monthly - Lock-In! (Arbutus, MD)

    I definitely want to make it out to these, just gotta work out transportation. If anyone is driving by the Gaithersburg area and doesn't mind carpooling, I'd be happy to split gas costs.
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    Unburstable Combos

    Whatever other changes may come, I think there should at least be a fail-safe to prevent true burst-proof infinites, like Squigly's old one. I would say make the IPS track which moves have touched the opponent while they are in stage 6, and if they repeat one, go to stage 7, which gives you a...
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    Eightarc Joystick directional movement unresponsive

    Patch notes say "hit Mode" http://steamcommunity.com/games/245170/announcements/detail/1840016402774546079
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    Possible new IPS

    Various thoughts on several IPS topics, summary at the bottom. The current undizzy rules may be too lenient towards resets after long combos (as Isa Vulpes suggests). It may be too strict towards resets after short combos (as KhaosMuffins and others suggest). The first issue can be addressed by...
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    SG Game Design Discussion

    My thinking is that health does not constitute a tool because it isn't something used proactively. Your health is a hurdle for your opponent to clear. If we say that Filia vs Parasoul is a 5-5 matchup and that both characters have the same health, to me it means that both characters have...
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    SG Game Design Discussion

    I'm loving the pace of experimentation that is happening right now, so I thought I'd add my thoughts to the mix. I would like to see more experiments that influence the game happening around combos, rather than tweak the length and composition of optimized damage combos. Undizzy shortened...
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    General Gameplay Discussion

    Thanks for making that video Age! And I have found a couple more setups, starring Squigly. You can set up the sliding knockdown with lvl 1 Liver Mortis. The first is for an easy at-home demonstration. Meaty Assist + Daisy Pusher The timing on this one is so lenient it's ridiculous. Daisy...
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    General Gameplay Discussion

    Went back and tested this again, you're right. The sliding knockdown is techable after you use your otg. Thank you for the correction.
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    General Gameplay Discussion

    I just got done testing for unblockable setups, here's what I found. First, when holding up-back, you can't block during pre-jump. If your opponent uses a move that puts you in pre-block, that will cancel pre-jump and then you can block, but you can still get hit with projectiles and the like...