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Skullgirls PC Beta Updates Discussion

Double's j.HP isn't her -only- neutral tool by a long shot, and it needs no nerfs. It has Painwheel's fantastic hitbox but without the ability to fly cancel it into a confirm if you're jumping backwards with it. s.HP whiff cancel luger shot is pretty spammable too since Fugazi has glorious range and gets you a hard knockdown on hit. j.MK as an air movement option is underexplored since it lets her recover faster than Valentine's j.MK, allowing for jump, j.MK, doublejump things to work. Dashjump air throw is always a potent tool with Double. Crossups are under-utilised with double too, with dashjump j.LP and j.MP being good tools if set up correctly. c.HP confirmed into Cilia Slide into large combo is really good too. I don't think her c.HP needs a change.

Though, j.LP is a bit difficult to combo after if it hits too high as a crossup, I would like it to have a bit more hitstun so j.LP c.LP c.LP can be used as a more consistent threatening confirm when hit higher on the opponent, as it can't be cancelled into anything else at height to make the jump-in conversion easier since they have too much startup.

At least give double Fukua's jabs though imo, because s.LP(crouching opponent blocks) s.LP(whiffs on blocking crouching opponent) is a dumb situation that doesn't need to happen.
 
that nerf wouldn't really be that harsh unless you played solo bella
I'm sorry zidiane, only low/throw for you. shoot me

Shit, the timing on my post was awful. I was talking about Dolphin's suggestion to add a hurtbox to Double's j.hp.

I've zero opinion on Bellas j.hp.
 
I've yet to fight a Fukua that's made me go "Damn, this character is broken". Mostly it's just "Oh yeah, I still don't know what she does". Would be open to hearing why she's so good.

we should play more!
So why are we not discussing why Double's barrels should set opponents on fire (and maybe explode because barrels)?

Give_Double_Fortune's_Jab

smh
 
I've yet to fight a Fukua that's made me go "Damn, this character is broken". Mostly it's just "Oh yeah, I still don't know what she does". Would be open to hearing why she's so good.
bella is one of th few chars that can beat fukua in the neutral
 
bella is one of th few chars that can beat fukua in the neutral


Idk about mike but id love to hear your opinions on what makes her strong since we have no really good fukuas here in au.
 
@Mike_Z Could we experiment with Air grab hard knockdown?. just lauching the opponent like ground throw. that would get rid of peacocks full combo from air grab, but still gives her mixup/reset posibilities.
 
Idk about mike but id love to hear your opinions on what makes her strong since we have no really good fukuas here in au.
Ok well:
Has the most braindead resets in the game.
Can kill you in one reset
Random Crossup properties on J.HK
Does WAAAAAAY too much damage
Controls practically every aspect of the neutral game whether she needs to zone you or rush you down
Legit 50/50s against the entire cast --> death if you guess wrong
A progressing lockdown and invincible DP that can be cancelled on block into a safe fireball super.
Fireball super does hella chip damage on block
Can auto correct fireball on dp so that if you weren't blocking post flash and she tried to DP super and you weren't blocking the same side causes you to take too much damage
Her clones leave her WAYYYY too + on block
Each clone can be converted off of with ease anywhere
Easy air to air confirms that lead int o a basic bnb that could take 9.6K or put you into a 50/50 guess wrong die situation
Random cross up fireballs can lead into full combos with assist
Only character who's level 3 comes out instantly and can always be converted off of into death anywhere *Its not situational and I know parasol can do the same thing, but hers is meant to be done mid combo. and it can be blocked or supered post flash)
Edit: Command throw into BFF is one of the most stupidest things ever too lol

All in all, she's just really stupid good. And its hard to nerd her without accidentally killing her.
@Zidiane
 
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Stuff
the damage i kind of understand.

The shadows.... i dunno. the goal was for fukua to be an hybrid. so either you make her more zoner or more rushdown. the biggest complaint i've seen from fukua is that she deals too much damage or it takes one reset to kill.
The autocorrect fireball is with every character so yeah.
the level 3 is debateable.
the shadows can be pushblocked.
The L shadow nerf makes the conversion from that shadow harder(kinda).
Random fireball cross ups?....sounds like a reset from the hitstun decay that's good enough to reset you and the assist.

The highest BNB without CH is 8.2-8.3k if you hit with one light starter. if you actually hitconfirmed then its 7.7K at best she's touching. still high but just to be accurate.

The most braindead resets? i'm honestly not sure about that. i know of most setups and with assist makes it safe and such.

my thoughts on fukua is this.

she has no overall Strength and a weakness to grab setups. of course you can jump but that limits fukua to jumping and then you can low her. her Drill can be thrown.

her air buttons aren't really much when you realize how much*depending on the player* fukua will rely on assist.

Fukua is mostly gimmicks by herself, and has to use assist at some point to apparently do her work.]
 
the damage i kind of understand.

The shadows.... i dunno. the goal was for fukua to be an hybrid. so either you make her more zoner or more rushdown. the biggest complaint i've seen from fukua is that she deals too much damage or it takes one reset to kill.
The autocorrect fireball is with every character so yeah.
the level 3 is debateable.
the shadows can be pushblocked.
The L shadow nerf makes the conversion from that shadow harder(kinda).
Random fireball cross ups?....sounds like a reset from the hitstun decay that's good enough to reset you and the assist.

The highest BNB without CH is 8.2-8.3k if you hit with one light starter. if you actually hitconfirmed then its 7.7K at best she's touching. still high but just to be accurate.

The most braindead resets? i'm honestly not sure about that. i know of most setups and with assist makes it safe and such.

my thoughts on fukua is this.

she has no overall Strength and a weakness to grab setups. of course you can jump but that limits fukua to jumping and then you can low her. her Drill can be thrown.

her air buttons aren't really much when you realize how much*depending on the player* fukua will rely on assist.

Fukua is mostly gimmicks by herself, and has to use assist at some point to apparently do her work.]
ill have to check your data on most damage combos
Ill show you a basic 50/50 thatlly kill you
and her only weakness is grabs so we will have to see
 
ill have to check your data on most damage combos
Ill show you a basic 50/50 thatlly kill you
and her only weakness is grabs so we will have to see
well i'm going by solo terms.

if we're going by team terms. then you pick an assist that buffs her damage. that's it. the trick to making a team to fukua is using an assist that will give you the best way of neutral while allowing you to gain meter. then by getting a lucky hit with fukua you can then reset with the assist as your starter and then allowing you to DHC if you need to confirm a kill.

if you're talking about the C mp C HK reset i'm surprised that people get hit by it.
The only thing that sucks is The crossunder into H lnl. even if you block it you're still in a 50/50.
 
@SonicFox5000

The fukua we have out here is about as decent as you would expect a mid level player at another fighting game to be. Ok footsies, and knows how to throw airfireballs and call assists.

What makes him annoying to beat though is all that fucking damage that she does in combo. So i can definitely agree there. As far as everything else I'll take your word for it because i have no idea about the specifics of her moves :)

Thanks for the reply
 
well i'm going by solo terms.

if we're going by team terms. then you pick an assist that buffs her damage. that's it. the trick to making a team to fukua is using an assist that will give you the best way of neutral while allowing you to gain meter. then by getting a lucky hit with fukua you can then reset with the assist as your starter and then allowing you to DHC if you need to confirm a kill.

if you're talking about the C mp C HK reset i'm surprised that people get hit by it.
The only thing that sucks is The crossunder into H lnl. even if you block it you're still in a 50/50.
Ill show ya lol
 
Thas a character specific 50/50 lol
Ill just show him the basic Medium Clone vortex
are you gonna show him your corner thing
Waiting. slightly excited for what you guys can come up with.
Edit: show me both please? whether you do it here or in messages i just would like to see.
 
My fukua is very basic. I'll learn more set ups eventually, but until then Sonic knows a lot more interesting stuff about the character.
 
Right. I wait for this interesting find. i have a couple of theories as to the M shadow vortex but i will hold my tongue and just watch.
 
Ill show you in due time @Dreamepitaph but for now, its off to bed
ayy lmao
giphy.gif
 
Fine with me. i could always use a breath of fresh when it comes to fukua so you got my interest.
 
Ive never been to specifically be down on big band, but if i do have one request for him, which probably would get dismissed or called dumb or whatever, is to allow 2 soundstuns in one combo.

As it is now its ridiculously dumb to try and keep track of soundstun at all times especially if you use any soundstun starters. Or have a soundstun move in the middle of your bnb.

The combination of needing to track soundstun and otg as well as undizzy is basically unfun as hell and feels like work, plus soundstun is on like half of bigbands moves and they all give different properties depending on whether soundstun is used or not. So yeah, that the only thing that really annoys me about BB because it just feels like a tacked on rule. Like i dont see why it cant be 2 per combo (but no repeat soundstuns from the same move, as the rule) especially when so many of bigbands starters have sound stun on them.

But meh, maybe its just me.
 
Fukua can chain s.LP to c.LP. Double can't. Double should be able to.
well double goes by LMH not LLMH so of course she can't. It shouldn't be based on another character can do. (even if both those moves look the same.)

Filia and fukua share a lot of moves but filia is LLMMH and fukua is LLMH
 
BBs damage is not nothing (though he does suffer from scaling with his jump-in).

I'd be worried two sound stuns would take his already impressive damage to zomg levels.

I think BB is fairly weak, but that might be nuts good.
 
BBs damage is not nothing (though he does suffer from scaling with his jump-in).

I'd be worried two sound stuns would take his already impressive damage to zomg levels.

I think BB is fairly weak, but that might be nuts good.

mmm his corner damage is good, but his midscreen damage seems average to me. 2 stuns after parry shouldn't boost his damage by so much that its like wow this is dumb pls nerf, and atm fully scaled ssj does a little over 900 damage ( I believe 940?) without taunt.

I would like to see this tried out, because I feel it'll give more big band players the reward they should get for making a good read.

On another note, it would be nice if anyone could tell me how to use big bands j.punches. Other than, you can air to air with them sometimes and get a mix up that is. Because atm... they feel rather worthless, and are part of the reason I don't play big band even casually.
 
He's saying that if you got two optimal starters off into a full combo, yes... everyone dies in 2 combos.

But reset is going to add undizzy. It is likely to be non-optimal, etc. In very, very few cases are you actually looking at a character dying because you got two touches on it.

Most combos we go into aren't optimal.

I think... if I put words in your mouth unfairly... Sorry :(
 
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