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Skullgirls PC Beta Updates Discussion

Year/Month/Day master race.

I would still like it if replays would be allowed to not break by renaming the file, though.

It's a lot easier to tell that a replay is about dekillsage vs uzu when it's named dekillsage_vs_usu.rnd as opposed to 2014.11.25.2220.rnd.

Ultimately, though, I'd be happy with replays just not requiring sequential numbering to work so you can just pop in a replay file and watch it without having to rename it.
 
Year/Month/Day master race.

I would still like it if replays would be allowed to not break by renaming the file, though.

It's a lot easier to tell that a replay is about dekillsage vs uzu when it's named dekillsage_vs_usu.rnd as opposed to 2014.11.25.2220.rnd.

Ultimately, though, I'd be happy with replays just not requiring sequential numbering to work so you can just pop in a replay file and watch it without having to rename it.
Metadata is the answer
 
So my replay data doesnt side correct for switched inputs which makes the replay unwatchable. Is this a known issue or is it some computer configuration causing the problem?
 
So my replay data doesnt side correct for switched inputs which makes the replay unwatchable. Is this a known issue or is it some computer configuration causing the problem?

Haven't seen it posted. Post it the replay bugs thread and anything else you run into, even if it is already posted since it's important to know if it's just happening to one person or wide spread.
Beta Replay Bugs Thread
 
http://steamcommunity.com/games/208610/announcements/detail/202985273477010999
Beta Experiments: (welcome back, we've missed ye!)
- Ground techs remove half your undizzy, not all of it.
- Undizzy drains slightly slower the lower it is.
- If you have undizzy left, your Lv1 supers are like Sing->SBO: blockable after the flash IF the opponent was not committed to any action (dashing, attacking, etc). Lv3s/Lv5s remain the same. Maybe this reduces the usefulness of mashed Lv1s, without otherwise affecting them at neutral?
- After 60f of not being in hitstun or blockstun, Solo characters begin healing up to 1/2 of their remaining red life. Does not apply to Marie, does not apply to the last character of a Duo or Trio. (I'd rather have it convert to meter, but let's try this first since meter is very strange to see.)
- Filia's Ringlet Spike won't go offscreen in the corner, and is +/-0 on block instead of negative. Startup is still slow.
- Filia's j.HK is harder/impossible to get an ambiguous crossup with by dash-jumping forward, and causes techable knockdown if not chained into. Should not affect combos or most other uses of j.HK except trying for crossups.
 
Filia's j.HK is harder/impossible to get an ambiguous crossup with by dash-jumping forward
I don't get it. What changed exactly to make this possible?
After 60f of not being in hitstun or blockstun, Solo characters begin healing up to 1/2 of their remaining red life
Haters gonna hate.
 
rip j.hp, adc, j.lk, delayed j.hk reset

yay
doesn't sound like a dash forward jump...so I guess it's still here?
 
Cancelling into Ringlet Spike in a block string isn't safe, Fenrir can punish it clean but a lot of supers trade with it. Although I feel like I'm missing something here. It would be nice if Mike could shed some light on what the purpose of this change is.
 
Cancelling into Ringlet Spike in a block string isn't safe, Fenrir can punish it clean but a lot of supers trade with it. Although I feel like I'm missing something here. It would be nice if Mike could shed some light on what the purpose of this change is.
Any character can still just grab Filia to beat blockstring into ringlet spike, works just as well now as before.
 
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Any character can still just grab Filia to beat blockstring into ringlet spike, works just as well now as before.
Ah ok.

Still don't really get the change though.

Edit: IAD j.HK won't go over the character anymore with the changes, however super jumping instead of normal jumping will still cross up.

I think I'm missing something, a raw j.HK on hit doesn't cause a techable knockdown, I'm misreading something.
 
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Ah ok.

Still don't really get the change though.

Edit: IAD j.HK won't go over the character anymore with the changes, however super jumping instead of normal jumping will still cross up.

I think I'm missing something, a raw j.HK on hit doesn't cause a techable knockdown, I'm misreading something.
Think parasoul's j.hp or fortune's j.hk
 
- Ground techs remove half your undizzy, not all of it.

Really like the idea of this one, because it felt like "do a saving tech but loose your undizzy" lost any meaning when your opponent can sit at a spacing where they can apply pressure to your options still and/or still have good tech chases (especially with assists that kept pressure regardless).

- After 60f of not being in hitstun or blockstun, Solo characters begin healing up to 1/2 of their remaining red life. Does not apply to Marie, does not apply to the last character of a Duo or Trio. (I'd rather have it convert to meter, but let's try this first since meter is very strange to see.)

I guess this will need a lot of testing, but the thing I'm curious is if this is okay if the solo has the opponent in a combo and they recover life? I guess that's not a lot different from teams recovering life of assists the same way.

- Filia's Ringlet Spike won't go offscreen in the corner, and is +/-0 on block instead of negative. Startup is still slow.

I was unsure if the offscreen part was on purpose or not, cause it always felt wrong, so this is a very welcome change.

That should be universal for every jumping heavy that causes a knockdown. Yes, Bella, that means you and your j.HK.

Wouldn't that include BB's jHK? I don't think that one should be touched.
 
I understand the changes more now after trying them out in the beta and discussing it.

I think if people adapt to doing SJ IAD instead of normal IAD to cross people up then it will be a minor nerf, for the non cross up change anyway.


Also I understand how the techable knockdown thing works now. Yeah it is like Parasoul's j.HP.
 
Really like the idea of this one, because it felt like "do a saving tech but loose your undizzy" lost any meaning when your opponent can sit at a spacing where they can apply pressure to your options still and/or still have good tech chases (especially with assists that kept pressure regardless).



I guess this will need a lot of testing, but the thing I'm curious is if this is okay if the solo has the opponent in a combo and they recover life? I guess that's not a lot different from teams recovering life of assists the same way.



I was unsure if the offscreen part was on purpose or not, cause it always felt wrong, so this is a very welcome change.



Wouldn't that include BB's jHK? I don't think that one should be touched.
Why not? Because people will have to think of new BnBs? Because they won't get an extremely easy full conversion from it? Not a real issue.
 
Why not? Because people will have to think of new BnBs? Because they won't get an extremely easy full conversion from it? Not a real issue.
What bnb goes straight into j.hk instead of chaining into it anyway
 
What bnb goes straight into j.hk instead of chaining into it anyway
Excellent point. Then it matters even less lol
 
That should be universal for every jumping heavy that causes a knockdown. Yes, Bella, that means you and your j.HK.
Would be interesting to see what would happen if Mike puts it in the beta.
 
What bnb goes straight into j.hk instead of chaining into it anyway

Magicman's cool s.HP j.HK adf whiff air throw c.MK s.HP combo. RIP in piece Magicman's cool combo.

Making Filia's j.HK a blue bounce when not chained into is fine as long as it's actually made a universal rule (Bella pls) but I will miss things like that combo.

I don't understand the nerf to j.HK making it physically unable to crossup on IAD or dashjump j.HK. It feels kinaesthetically really wrong in my hands, and still doesn't remove an unreactable crossup from her reset repertoire. You can still do superjump airdash j.HK to crossup and superjump/regular jump airdash j.LK to not cross up. It's just going to be slightly easier to react to is all, but Filia highs aren't nearly as unreactable as people say they are.

Ringlet spike being made +0 is.... slightly interesting. Using it as a cancel-into-it pressure tool is kinda not needed and is really REALLY REALLY gimmicky. If you're using it as a pressure reset option, it's like a Blazblue move since mashing 2LP beat it, but if they respect you then you'll retain pressure, but SG is not a game where a move like that is useful because they're not mashing 2LP, they're mashing an uppercut assist, and you will die from it if you do ringlet spike in their face.

Since if you need to be in their grill you should be doing doing IAD j.LP j.LKs, call assist c.LKs, instant j.HK adf j.LKs etc etc. Those options are more positive, less committal, you can react to your opponent pushblocking way easier from them(and prepare for the reversal assist), are less easy to be punished with pbgc and so on.


Now that I actually checked it in training room, filia mashing c.LP on reversal CANNOT BEAT s.HP/c.HP/s.HK/ ringlet spike because ringlet goes UNDER her c.LP. Other characters c.LPs though, like Vals, Ms Fortunes, Bellas, will trade with ringle spike and then filia gets a combo after. This is actually really strong and for really dumb reasons - It was already annoying enough dealing with Filia players who do s.HP late cancel into hairball to punish your c.LP. At least then it's a risky bait/read to make up for over-committing.

FURTHER EDIT: Normal throw will connect before the projectile can hit, but come on are you seriously going to make "s.HP downback or upback as blocking defense. s.HP instant j.HK to beat throws, s.HP Ringlet spike to beat lows and jabs to anti-air s.HK" a thing? That's a really ridiculous situation.

I think that this is a buff that is completely unnecessary for Filia. Her pressure was already really good and now it's just dumb if you use this too.


However, it no longer going off screen makes some sense, since you can put ranged pressure on an opponent who is cornered from far away, using it in conjunction with assist or to protect assists. This is a good use of it.
 
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Said no one ever.

Says me. Git gud.

I meant for big band though

Woops, my bad. In which case, s.HP j.HK xx Timpany Drive fly up, j.MK qcb HK is a way to get front-stacked damage with a meter. If j.HK were blue bounce, that wouldn't work.
 
Why not? Because people will have to think of new BnBs? Because they won't get an extremely easy full conversion from it? Not a real issue.
j.HK is like big bands one good air normal though
Surely being mostly non-special or super cancelable, causing a wall bounce, and being punishable on block and whiff is enough to warrant an exception
 
what? how?

Double checking in training room I am completely wrong. For some reason I had it in my head that you can't combo off of blue bounces mid-air, I must've gotten the wires crossed with using sound stun twice->makes the second move blue bounce and can't hit the opponent.
 
Solo buff outta left field. I don't like that it's just half, only because it'll visually be weird to still have red life left if you're healing red life. Maybe if the part we heal is white? Or take twice as much red life damage (or I guess half as much?), just so you aren't thinking you got more to heal, but don't?

Love j.hk nerf. She can still IAD j.lk, j.hk, but I don't think that crosses up nearly as much.

Mashing supers got nerfed. Don't know if I like it from a "your properties change from one moment to the next" stand point, but it does fix the problem people were having in the blockable superflash thingie.

Ground Techs? Don't particularly care, it's just another change. Same about Undizzy Drain. If they make the game better that's great, if not it doesn't matter.

Ringlet Spike going off screen always bothered me. Now if only we get qcf mk and hk as extra distances between lp/mp and mp/hp. Oh, and safe on block. It's been unsafe forever, I wonder why the change now?
 
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Any nerfs to filia j.hk arent nerfs that i would ever mind. I dont like ringlet being +0 on block on the iad character since her iad goes over low attacks commonly used to put on pressure in such situations. As it is filias high attacks are waaay to safe in my eyes, or at least annoyingly so. And so, giving her some grounded safe stuff is just to much to me especially when i want her hard as hell to pushblock, very safe on block, offense to be toned down slightly.
 
I dunno. 5th at EVO is pretty gud already.

So you cannot possibly get any better and you are completely flawless in all of your gameplay, is what you are trying to tell me?

Everyone has something more to git gud at. Don't let a top 8 placing at a game that no-one is a world class player at yet get to your head.
 
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So you cannot possibly get any better and you are completely flawless in all of your gameplay, is what you are trying to tell me?

Everyone has something more to git gud at. Don't let a top 8 placing at a game that no-one is a world class player at yet get to your head.
Just trying to point out your logic sucks. Nothing else.

Filia could set these j.hk up while you are in hitstun, effectively making the window to react or punish even smaller. Let's not forget that trying to jump a possible throw reset, or crouch blocking a low reset could both be stuffed by the same attack (which also ambiguously crossed up, no less) into full combo.

If it weren't an actual problem, it wouldn't be worth considering even a temporary beta change.
 
So Filia's mid-air reset game got a little bit worse but she can still do Air Throw / Counterhit Setup mixup against airborne just like everybody else. Loss of Dash-Jump j.HK crossup doesn't seem like a huge deal since IAD j.HK still works? Plus she can still high/low like a boss because the j.HK will still hit same side.

I kinda think that Ringlet should be -2 or something, safe but negative on block. non-traveling projectiles are pretty much universally minus on block in every other game and probably for good reason but then again most of those games don't allow you to air block sooo.... we'll see how +0 feels after more games.

I don't really like the hitstop change. Having your moves work differently when you have undizzy or don't seems weird.

Not sure what the change to undizzy decay will do for the reset game, or if it will even be noticeable. Thought - Maybe it should drain slightly faster at high undizzy and slightly slower at low undizzy, keep the total decay time the same? Either way I doubt it will make a huge difference.
 
Filia could set these j.hk up while you are in hitstun, effectively making the window to react or punish even smaller.

That doesn't quite make the reaction window smaller, but I do get what you mean. Because you're worried about every other reset or every other timing, it makes it difficult to pick out exactly when and where Filia might do instant j.HK or crossup j.HK. But this fix doesn't even get rid of crossup j.HK as an option on either restands, or things like s.HP iad j.LP into whatever, it just makes it -slightly- easier to see it due to superjump dust cloud.

Also, I should clarify, you shouldn't be reacting to the j.HK itself because that's lunacy, you should be reacting to Filia's prejump frames. That's what makes it more possible.
 
That doesn't quite make the reaction window smaller, but I do get what you mean. Because you're worried about every other reset or every other timing, it makes it difficult to pick out exactly when and where Filia might do instant j.HK or crossup j.HK. But this fix doesn't even get rid of crossup j.HK as an option on either restands, or things like s.HP iad j.LP into whatever, it just makes it -slightly- easier to see it due to superjump dust cloud.

Also, I should clarify, you shouldn't be reacting to the j.HK itself because that's lunacy, you should be reacting to Filia's prejump frames. That's what makes it more possible.
Prejump frames don't tell me if it will cross up.
 
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Loss of Dash-Jump j.HK crossup doesn't seem like a huge deal since IAD j.HK still works?
I assumed it affected IAD j.hk, and basically any other non-chained j.hk.