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Skullgirls PC Beta Updates Discussion

Filia used to be allowed to use hairball dash cancel more than once during a combo. I was just wondering if it would be weird or imbalanced for her to get a second one on counterhit?
 
I think the colours on fukua shadows make them too easy to react to.
Agreed. I have the reaction speed of a sloth and the longer startup + color change makes it so that even I can correctly block a shadow without stressing.
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I also kind of agree that the color makes it a little too easy to react to.

Can we have untechable grabs off a counter hit stagger at least?

Also not a big deal but I feel like the chomp sound effect on double's puddle super should be a tiny bit louder.

Also also painwheel isn't completely boned. c.LK > charged c.HK keeps them in preblock. You can also do stuff like c.LK > fly > airgrab.
 
can't....do...it....no....more *unwatches*
Why does this cause disgust or annoyance, when what I asked was a question about a potential change to a character. I dont think the contents of my question were neither too broken to be entertained nor dumb enough to be considered a worthless post.
 
It would be nice if she did. It was taken away to nerf her combo paths but now that we've got undizzy to take care of capping combo paths, I reckon it would be nice if Filia was given unlimited hairball cancels again in Beta temporarily, see what combos we can come up with, and if they're like +1.5k more efficient or something then yeah sure let's take them out again.
 
If Big Band can't get an extra sound stun after a parry -> counter hit what makes you think a better character is going to get something similar with less strict requirements
 
If Big Band can't get an extra sound stun after a parry -> counter hit what makes you think a better character is going to get something similar with less strict requirements

Not a fan of this line of reasoning. What I would say instead, is that it's unlikely old nom would get tested because it's a tedious boring combo route.
 
yeah... lets face it. BB's gonna get nerfed sooner or later. we can all kiss that sweet SSJ DHC damage goodbye, that's for sure. does crazy amounts, even i feel disgusted when i do it, especially off of a long Bella combo into dynamo into SSJ.
 
Why would it need a nerf? He's a big guy and a giant hunk of metal speeding to your face he should get big damage dhc or not. Not that I think the damage is even that high.

EDIT: In fact it's pretty much standard damage so I dunno what you're talking about dude.
 
yeah... lets face it. BB's gonna get nerfed sooner or later. we can all kiss that sweet SSJ DHC damage goodbye, that's for sure. does crazy amounts, even i feel disgusted when i do it, especially off of a long Bella combo into dynamo into SSJ.

There is nothing wrong about some characters having slightly better damage than others in certain circumstances. Having the most efficient level 1 dhc is like double(used to?) having the most efficient level 3 dhc. Also it costs meter, and successfully opening your opponent up, and messes with your team order.

If anyone else wants to write "this thing I think should be/is going to be nerfed" you should ask yourself if it is ACTUALLY a problem in any concievable way in the grand scheme of things, for risk/reward or matchup issues.
 
I think the colours on fukua shadows make them too easy to react to.
Wasn't too hard to react to them before the colors anyway. It was only bullshit when they had the same animation and you had to react on the fly.

Yeah fuck that.
 
yeah... lets face it. BB's gonna get nerfed sooner or later. we can all kiss that sweet SSJ DHC damage goodbye, that's for sure. does crazy amounts, even i feel disgusted when i do it, especially off of a long Bella combo into dynamo into SSJ.
I don't really mind his damage that much, he's just a big damage character. Even if he can get a lot of damage for very little effort.

I don't really think Big Band has one problematic thing that makes him bretty good, he's just really strong because of all the little things that add up. I believe that his big size/weight is actually a benefit for him all things considered. One of his only disadvantages for his size is that he gets hit by things easier sure but you can dampen that disadvantage by learning how to parry properly (Not to mention having a parry in itself can be super good if you know how to use it well)

It's the sum of his parts that make him pretty good in my opinion. One of the best if not the best Support character at the moment IMO.
 
General
- Controller side choice screen now displays the device names instead of just "Controller 1", like PS4 does. Hopefully this works for everyone! :^)

[h1[Bugfixes[/h1]
- Fix Daisy Pusher armor cancel bug[skullgirls.com] with Painwheel/Big Band/Cerebella, thanksMagicman!
- Extend Painwheel's F+HK hitboxes back toward her a bit so it won't whiff against close crouching Squigly[skullgirls.com]. Thanks Fightman.

- Fix some macro option selects: PP+K is no longer a valid pushblock input, and LP+LK+P / LP+LK+K are no longer valid throw tech inputs.

Beta Experiments
Cerebella
- Lock'n'Load L/M/H damage 1075/1450/1800 -> 900/1150/1400; M version 1f faster startup (combos off s.HP); H version 3f faster startup.
- Excellabella -4f recovery on whiff.
- Double's Lv5 is now just D,D+KK.
- Fukua's 90% scaling on j.HK properly interacts with Lv5's 200% scaling, instead of forcing it back down to 90% immediately. Thanks IsaVulpes.
- Painwheel's ground HK Buer now works like Excellabella/A-Train: Unblockable when opponent is on the way up in a jump; hitbox expanded; active time 4f->2f; super-cancel window very short, ends before active frames; does not cause preblock on ground opponents. (It already would not hit grounded opponents before this.)
Damn, Mike. Got me all excited for nothing. Thought there were a bunch of Cerebella changes, but there were just two.

Loaded up the game, don't see any changes to Bella's lnl's damage. Oh, read the notes wrong. It was a damage nerf, not a buff. I guess there's no reason to ever use lp lnl now. Before it was at least the move to use to Happy Birthday, but now that's gonna be mp lnl.
 
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painwheeeeeeeeeeeeeel snatchin bodies yesssss, im guessing that's to help her with the defensive upback changes? regardless, sounds like an interesting change
 
Oh Mike, look what you started....


While people suggest stuff, can you make double's new floor puddle a different color than double so I can see if it's still there if she is standing on it?
 
Damn, Mike. Got me all excited for nothing. Thought there were a bunch of Cerebella changes, but there were just two.

Loaded up the game, don't see any changes to Bella's lnl's damage. Oh, read the notes wrong. It was a damage nerf, not a buff. I guess there's no reason to ever use lp lnl now. Before it was at least the move to use to Happy Birthday, but now that's gonna be mp lnl.

Seems like we'll be getting a tiny bit combo damage using lnl now though so that's cool. LP lnl still has use, but you play solo, so that might not apply to you. Or rather, it will but it'll come with more risk lol
 
That's a pretty big damage nerf. I really relied on using H LnL to counter-call peoples assists and hit people air-dashing at me while playing bella on point so this change definitely hurts me quite a bit. 3f faster startup... I'll have to try it out more to see how much of an impact this makes but HP LnL is still pretty slow.

Excellabella buff seems kind of neat. Its significantly less unsafe on block now, although still possible to punish.
 
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Why would it need a nerf? He's a big guy and a giant hunk of metal speeding to your face he should get big damage dhc or not. Not that I think the damage is even that high.

EDIT: In fact it's pretty much standard damage so I dunno what you're talking about dude.
8.2k midscreen assistless is not really standard imo (or reality). and alot of that damage is off of ssj. Also ground chain to ssj does about 6k, so dhc to a combo is really good from ssj. His large size is not good reasoning for him to not getting damage nerfs. Only the ease in which he gets damage or how much damage he currently deals will determine that, if he ever gets any.
*Don't think he should get nerfed anyway
 
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Seems like we'll be getting a tiny bit combo damage using lnl now though so that's cool. LP lnl still has use, but you play solo, so that might not apply to you. Or rather, it will but it'll come with more risk lol
Tiny bit of combo damage, yeah, 75 damage before scaling? That's a pretty dismal boost. And what kind of team uses does it still have?

That's a pretty big damage nerf. I really relied on using H LnL to counter-call peoples assists and hit people air-dashing at me while playing bella on point so this change definitely hurts me quite a bit. 3f faster startup... I'll have to try it out more to see how much of an impact this makes but HP LnL is still pretty slow.

Excellabella buff seems kind of neat. Its significantly less unsafe on block now, although still possible to punish.
I think counter-calling should still do a nice chunk of damage, especially when you get that CH boost. With CH it's 2800. That's down from 3600 damage, but, I mean, 3600 is kind of a lot. You can still use it to cover resets and whatever.

And Excellebella buff only on whiff, not block. You should still be getting punished like 100% of the time on block.



Also, as a side note, the lnl damage nerf doesn't look like it affects my 1v3 assist thing.
 
And Excellebella buff only on whiff, not block. You should still be getting punished like 100% of the time on block.

No its definitely better on block as well. I tested it against Squigly at the peak of her jump height. -17 on block in retail and -13 on block in Beta which is what you'd expect.
 
I don't really mind that mp lnl doesn't combo into lvl 3. I kinda wished it did before, when you couldn't combo into it, but now it sorta doesn't really matter. What I could totally go for is some extra hitstun on some lnl's. Even though they all have the same blockstun and hitstop and active frames, they all have different hitstuns. If I had my way, I'd even out the hitstun so all lnl's would be +6 on hit (It'd give me a reason to end a combo with lnl), and increase the blockstun of all lnl's by 1f to prevent getting jabbed out on block by all 5f jab characters. A fun change would be making lnl's +7 on hit for 1frame link c.lp followups.
 
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