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Skullgirls PC Beta Updates Discussion

Aw, I was hoping that heart change would let me see when Big Band's throw was a counter throw but nope.

Oh yeah, because of that one A-train change that was made a while back A-train Emergency Brake is 3 frames faster than Brass Emergency Brake. I like it because Cr.FP confirms are now easy, but it makes it to where you should always just use A-Train Emergency Brake. It's just not consistent.
 
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I think the heart on counter hit is redundant, you already flash red. Even if it didn't make sense, the heart was clearly different from another !!?, i think it would be more distinguishable. Also when ever these symbols get finalized I think they and things like flashing red, bounce colors and whatever else should be explained it the tutorial (if some of them already are I apologize I haven't had the tutorial memorized), it wouldn't hurt, especially for the PS4/Vita release. I didn't realize that me flashing red was a counter hit until someone pointed it out to me.
 
I know a lot of people who still have some trouble seeing the counterhit flash so I like the added visual effect. It's an easier thing to explain to spectators too and adds some extra pizzazz.

I like the overhead /underheadLow indicators even just for making it more obvious to spectators. I think these are a great add to the game and should stay.
 
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So back with the changes to Fukua:
I dont in particular agree to all the nerfs shes recieved now. IMO h.k drill is fine, and fireball nerf is fine, but the shadows are what get me. Due to longer startup on them and l clone now being 0 on block and techable is one that gets me which is fine. But for the m.k shadow and h.k shadow having hella more startup is OD. And since the Overhead version comes out in 30 frames AND is techable, it makes it practically useless. Retail shadows were fine, they were just way too + on block.

And the horus change isnt something i agree on either exactly. It makes confirming off of horus harder. I understand why since you had like 586488548457 years to confirm off of it. Couldnt you just make a set bounce height to be really low when getting hit by horus?
 
I really like the indicators an I majorly prefer the blue !!? over the broken heart as a compliment to the yellow ?!. Both being exclamations but being very different (and colourblind-friendly) colours feels and looks more coherent than yellow !? and red heart.

The broken heart on CH is redundant and looks a bit off imo. It looks more like something that would indicate a guard crush. I like the effect itself though i don't see the point of it there. Maybe i'm too used to the orange flash now. Even so, I wouldn't mind it staying or replacing the orange flash.
 
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I know a lot of people who still have some trouble seeing the counterhit flash so I like the added visual effect. It's an easier thing to explain to spectators too and adds some extra pizzazz.

I'm one of them. For the life of me, I just don't register it for some reason. Not sure if it is a problem with my old man eyes, or if it is some weird vision thing? My vision is usually pretty solid, but that flash might as well not exist for my eyes.
 
Me, because it looks more like what actually happens.
The dust goes in the same direction the old one did, so not sure why it's confusing. Explain?

Like I said, I think it mostly has to do with the cloud dust direction literally being the opposite of what it was before. I used to think of it just being a pre-image of the car car driving by.

It'd be like switching the audio cues for Peacock's teleport for me. I'd constantly be trying to block one direction when it's the opposite of what I think it's doing since I've been dealing with that specific cue for like over a year.

And the horus change isnt something i agree on either exactly. It makes confirming off of horus harder. I understand why since you had like 586488548457 years to confirm off of it. Couldnt you just make a set bounce height to be really low when getting hit by horus?

I've been confirming off Horus Dive since forever with IAD j.LK j.HP because I thought it got the same treatment as the chair a long time ago without noticing it didn't. It's not necessarily very hard to do. At worst, if they are too far, it's pretty easy to convert off of with her DP.
 
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Heck, in the corner, I combo s.HPx3 into M Wulf Blitzer assist into Horus into smp into continued combo
 
I'm dumb and wrote stupid stuff about the Sekhmet teching grabs part.
Like @Dreamepitaph said, assisted Sekhmet returns for free or get you stuffed in the face if you try to hit the assist.
But if Eliza is the last one alive or you're paying solo, if you call Sekhmet for a crossunder or something and the opponent blocks it, Sekhmet is pretty much helpless and can't do much if the opponent stands on the anchor.

I also do not agree that Sekhmet should be able to tech grabs if the grab is a punish. Because a punish grab means the opponent was either able to read through a frame-trap or the Sekhmet player misjudged distances, overextended himself by using the H axe and got hit by a hard punish.
The other options were: if the Sekhmet was assisted, she goes back for free and depending on the assist and distance from the anchor she gets pressure on the adversary. So she goes back to neutral if she techs, and either goes back to neutral or gets an advantage if she returns.
If the Sekhmet wasn't assisted, she goes back to neutral if she techs and gets grabbed for free if she decides to return. In other words, the reward for doing a hard read against an unassisted Sekhmet and trying to grab her is helping her.

What I do think is that unassisted Sekhmet should also have a way to go back to Eliza.
 
there is a bunch of things about fukua i still don't like but @Mike_Z can you PLEASE make H drill 0 or -1 on hit? i mean of course you can always let BB just SSJ fukua for using the only reversal she has and get a CH off of it. that's cool too.
 
It would be cool if BB didn't get a punish off that yeah.
 
I think the heart on counter hit is redundant, you already flash red. Even if it didn't make sense, the heart was clearly different from another !!?, i think it would be more distinguishable. Also when ever these symbols get finalized I think they and things like flashing red, bounce colors and whatever else should be explained it the tutorial (if some of them already are I apologize I haven't had the tutorial memorized), it wouldn't hurt, especially for the PS4/Vita release. I didn't realize that me flashing red was a counter hit until someone pointed it out to me.

I really love the counterhit indicator! Sometimes, in the HEAT OF BATTLE it can be hard to tell you actually landed a counterhit. I think it should stay.
 
I still get hit by Fukua's overhead and all of this talk about it being useless is making me sad. :(
 
You know, would it be possible to add an indicator that shows if you're being hit while trying to hold up or up-back? Possibly a... oh I dunno... "#%@!!". It would be interesting to see if I'm really catching my opponent trying to escape throw resets with jump. Plus it'll be another way to indicate to viewers that a reset just occurred.
 
In terms of the overhead change it seems weird to have a "Street Fighter Overhead" in Skullgirls, especially since the move is so slow compared to other overheads in the game that lead to full combos. Just saying "Ha I hit you high" and letting them quickly tech away doesn't make too much sense in SG in general and because, again, it's 30 frames, there are much faster overheads in this game still. I don't even play Fukua and I can't come up with a good use for H shadow anymore.
 
You know, would it be possible to add an indicator that shows if you're being hit while trying to hold up or up-back? Possibly a... oh I dunno... "#%@!!". It would be interesting to see if I'm really catching my opponent trying to escape throw resets with jump. Plus it'll be another way to indicate to viewers that a reset just occurred.
The low hit indicator serves this purpose really. You can't be hit out of jump startup with anything anymore unless its a low iirc.

In terms of the overhead change it seems weird to have a "Street Fighter Overhead" in Skullgirls, especially since the move is so slow compared to other overheads in the game that lead to full combos. Just saying "Ha I hit you high" and letting them quickly tech away doesn't make too much sense in SG in general and because, again, it's 30 frames, there are much faster overheads in this game still. I don't even play Fukua and I can't come up with a good use for H shadow anymore.

You can combo off of it in close quarters before they have a chance to tech. It's just kind of a slow overhead.
 
It's just kind of a slow overhead.
Understatement from hell i tell ya. i've been running solo fukua for 2 days now and i've yet to find a use for that move.

there are more thoughts about this and the character herself but if its agreed that sekhmet be allowed to tech a grab and has to be grabbed in 2f and allowed to call assist then why bother talking about fukua?!

Meh.
 
I also second Horus having a low set bounce height. I don't like eliza being able to combo even after trading with the opponent. I do, however, think she should be able to convert off of horus at the cost of an OTG. That is fair.
 
I thought the whole idea was that sehkmet was supposed to have use beyond combo fodder and a "beats mashing" tool. 2 chains on block with sehkmet is almost a full meter for a safe from mash, hard to punish blockstring. Assists obviously make sehmet better, but I think the tradeoff is fine. Just block and she bleeds (lol) meter
 
I'm not entirely sure what that post even is

On the subject of horus dive: It really still isn't too hard to confirm off of it. In close quarters, you can react to it hitting by following up with IAD j.LK j.HP. If it hits from further out, HP Upperkhat is a fairly easy conversion on reaction. I don't want it to have a set bounce height because that would go against the way every ground bounce works in the game up to now.

Go into training mode, set the opponent block type to high and set block to random. You'll see that these confirms aren't really hard to do and can be done on reaction if you try them out.
 
Confirmed lovers
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Whee, misinformation day!

So back with the changes to Fukua:
Overhead version comes out in 30 frames AND is techable
Overhead Shadow isn't techable, mister sonicfox and mister @Dreamepitaph and whoever else.
I dunno how you got that from PLAYING, but I didn't end up doing it. Now what? :^P
Just to reiterate, real game to Beta, M Shadow is +1f startup and H Shadow is +7f startup.
H Shadow is +23 or something on block, too.

there is a bunch of things about fukua i still don't like but @Mike_Z can you PLEASE make H drill 0 or -1 on hit? i mean of course you can always let BB just SSJ fukua for using the only reversal she has and get a CH off of it. that's cool too.
- People complain that Sekhmet is a 2f punish because it's too hard.
- Fukua's drill is a 1f punish and this is too big a deal?
Considering how much Fukua runs all over Big Band and his giant hitboxes I'm not really inclined to fix it. Also he can pushblock the drill and punish it anyway, so even fixing that doesn't change anything vs people who are good enough to get that 1f punish.
You can reversal armored grab pretty much everything he's doing including supers.

[edit]
Remember, I take everything character mains say about how crappy their character is with a large grain of salt. :^)
[edit 2]
Actually yeah I sorta agree with punishing it on hit. SORTA.

I also do not agree that Sekhmet should be able to tech grabs if the grab is a punish.
She can't tech grabs that are punishes. Nobody can. What?

Aw, I was hoping that heart change would let me see when Big Band's throw was a counter throw but nope.
Oh, I can make it work for counterthrows.

@dekillsage
L Bomber?

@Bit_Strife
THANK YOU MY GOODNESS THANK YOU.
I had tried Shazam before and it didn't know.
 
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Whee, misinformation day!


Overhead Shadow isn't techable, mister sonicfox and mister @Dreamepitaph and whoever else.
I dunno how you got that from PLAYING, but I didn't end up doing it. Now what? :^P
Just to reiterate, real game to Beta, M Shadow is +1f startup and H Shadow is +7f startup.
H Shadow is +23 or something on block, too.


- People complain that Sekhmet is a 2f punish because it's too hard.
- Fukua's drill is a 1f punish and this is too big a deal?
Considering how much Fukua runs all over Big Band and his giant hitboxes I'm not really inclined to fix it. Also he can pushblock the drill and punish it anyway, so even fixing that doesn't change anything vs people who are good enough to get that 1f punish.
You can reversal armored grab pretty much everything he's doing including supers.

[edit]
Remember, I take everything character mains say about how crappy their character is with a large grain of salt. :^)
[edit 2]
Actually yeah I sorta agree with punishing it on hit. SORTA.


She can't tech grabs that are punishes. Nobody can. What?


Oh, I can make it work for counterthrows.

@dekillsage
L Bomber?

@Bit_Strife
THANK YOU MY GOODNESS THANK YOU.
I had tried Shazam before and it didn't know.
Oh ok I see. I had asked about the reasoning for the H change and you said for consistency so I thought you increased its hitstun to makeup for it not teching
ye misinformation lol
 
She can't tech grabs that are punishes. Nobody can. What?
Welp. I assumed that punish wasn't counted as a counterthrow for some reason because people never seem to be able to grab Sekhmet.
 
I am not fond of the low/high/counter hit indicators, I feel there are...too much.
If they are here to stay, just gonna say CH indicator shouldn't appear when you hit armor without breaking it.