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Skullgirls PC Beta Updates Discussion

I've done that already and my bias wont let me not suggest something stupid so I wont even bother.
 
My top 3 "hopefully not too stupid changes" would be:
- Lower backdash distance in exchange for speed. I think this suits her way more!
- Make teacup a bit safer on block. It's usually even more unsafe than barrel, though I suppose the size makes it difficult to punish in its own way.
- Make it possible to combo from c.lp into launcher.
 
At one point didn't mike consider a second double based on the dlc character animation frames? Since they are all here why not go for it?
 
Would a new Double be called Triple? Or Double-double?
 
My top 3 "hopefully not too stupid changes" would be:
- Make it possible to combo from c.lp into launcher.

Just wondering why this, could you explain more ?
 
I did mention changing the projectile invuln of Flesh Step to hit/true invuln a while back, but canceling specials into FS sounds awesome.

Sage, would increasing the active time of Beast of Gehenna make it better? I know you were also thinking of having different spawn locations, but that was before it spawned in front of you.
 
omg yea having it spawn at far medium and close distances would be so cool
 
2) Being - 2 means you are still minus. So you have to block, and guess what double doesn't ever want to do?

You don't HAVE to block if you think they're going to low/throw at -2 since neutral jump avoids lows at those small negatives. You can also c.LP to steal advantage if you think they're going to hesitate even slightly after blocking M Luger. If they are going to do a standing jab or a crouching jab right when they exit blockstun yeah sure you gotta hold that... or you could call lockdown assist and do LK Butt since it's fully invul now, like how Band can do lockdown assist+L Extend to steal initiative back after unpunishable L Brass.

...This is also worst case scenario, POINT BLANK. If double is far enough for the projectile to have even 2f travel time to the opponent, she's +0. At 3f projectile travel time she's +1. At that point you don't have to do potentially risky/scummy initiative stealing things, you are straight up plus.


3) The only good luger is H luger. M is to end blockstrings, L is to confirm into car 80% of the time. It's not that good, and the majority of the time you get hit for trying L luger or it gets crouched. Fullscreen it does nothing but give you car, which honestly is w/e to the opponent

L Luger is an excellent tool when used in conjunction with s.HP zoning. s.HP-> Opponent does nothing for more than 5 frames after blocking it = you are at advantage in neutral. s.HP xx L Luger immediately or with any delay > Your opponent does something, like dash or jump forward out of blockstun, they get tagged by the luger. The reward isn't amazing but it's a way to zone a grounded opponent at midscreen, and if s.HP hits you get a slide knockdown, and if Luger hits you get better positioning. If they anticipate s.HP and jump over on pre-emptive read, the threat of anti-air L or H Luger is still there.

It should go without saying but just to make sure I'm not misheard as saying this is a panacea - this to be used in conjunction with the rest of what she can do in neutral where you evaluate it's appropriate.

Dolfinh said:
it doesn't change that her reward for landing a hit is negligible.

7.5k for a cilia slide confirm + a meter isn't negligible. Without Cilia slide her damage is worse, but her reset/mixup potential makes up for it. Her on-hit reset game is ridankulous too, which is reward enough even if you stuck to basic teacup loops. She also has access to easy max-undizzy slide knockdown combos(Ground series HK xx H Luger, s.LP LP MK MK HP into whatever) for safejumps and other setups.

On-hit is explicitly NOT where one of Double's weaknesses is. Her damage is below average but her setups absolutely make up for it.

Dolfinh said:
you can still jab out of a lot of her vortex stuff

Only if your setup is shit.

I'm pretty sure I posted this earlier in this thread but whatever I'll post it again. Do this:

On lights: s.HK j.LK(3) j.MP(2) j.MK slight delay j.HP. This lets you dash under s.LP LP in time to still meaty them from the air, stay same side s.LP LP, or air throw them.

If you confirm that they've blocked LP LP, call assist and flesh step/not flesh step for another mixup. If they block the assist, use the frame advantage to do something.

On heavies: s.HK j.LK(3) j.MP(2) j.MK slight delay j.HK. Same result above, but can give you enough time to also do jumpback j.LK as burst bait on some characters if I recall correctly. A quick test shows that the burst bait at least works on Parasoul.
 
I personally think that before discussing certain characters buffs/ways to buff them, we should first come to what that characters problems/weaknesses are.


Im NOT for any buffs for double, i primarily think people need to just get better with her... But as an academic exercise seeing how im just waiting on my plane and bored, here are some extremely off the top of the head, very little thought put into it, double weaknesses and how i might at first glance try to buff them:


Doubles weaknesses as i see them are an over reliance on scaled starters.
Kinda slow when compared to most other characters.
Doesnt hit excessively hard to make up for her speed and scaled starters.
Reset game is slightly less scary than other characters.
Doesnt excel in any one area, whereas just about every other character has their niche. Doubles niche used to be anchor, but no longer because her assists have been toned down to make more sense.


Off the top of the head i still think double is a good anchor. But not as good as BB or bella.

Fixes for me would be to give her point game a slight buff, i would do this by either making her flesh step a bit faster so it would be more useful at neutral, or make her flesh step have an increased range for getting in and/or threatening with assist teleport mixups from further away making it more applicable to doubles neutral game and therefor harder to defensively space against and block on reaction alone.

Other trys would be to decrease the angle on her m luger to slightly imcrease its range to make it more useful at neutral.

Perhaps a (very slight) damage buff to compensate for ger scaled throw and jhp starters.


And finally a pet secret want of mine since sde... A revert to 1 meter catheads but with the following nerfs:

Only half duration of its current duration.
Cats have a limited range on how far they leave double, like no further than one or 2 button presses would move them, after that they just hit an invisible wall unless double moves forward. This makes it so that dubs cant just activate cats and go into god mode from a screen away for 1 meter, but cats would be more than just a dhc super.
Keep throw moving cats
Keep assist macro not moving cats.
Revert back to vanilla damage


But that will never happen, some of these suggestions are no doubt stupid for some reason, and i dont believe she really needs buffs. But if she were to receive any... The ones i just named would be what i would push for.

Double players just need to git gud imho, including myself.
 
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On-hit is explicitly NOT where one of Double's weaknesses is. Her damage is below average but her setups absolutely make up for it.
I strongly feel that her setups and on hit resets are under par compared to the rest of the cast. As for her damage, in beta she does get at least 7.5k thanks to mid combo monster (Cloudking has some more optimized stuff too). Her damage off of resets are pretty overwhelming though honestly, which leads me to dime's post...

Doubles weaknesses as i see them are an over reliance on scaled starters.
Kinda slow when compared to most other characters.
Doesnt hit excessively hard to make up for her speed and scaled starters.
Reset game is slightly less scary than other characters.
Doesnt excel in any one area, whereas just about every other character has their niche. Doubles niche used to be anchor, but no longer because her assists have been toned down to make more sense.


Off the top of the head i still think double is a good anchor. But not as good as BB or bella.
This is actually a pretty accurate summary. I agree with this.

Only if your setup is shit.

I'm pretty sure I posted this earlier in this thread but whatever I'll post it again. Do this:

On lights: s.HK j.LK(3) j.MP(2) j.MK slight delay j.HP. This lets you dash under s.LP LP in time to still meaty them from the air, stay same side s.LP LP, or air throw them.

If you confirm that they've blocked LP LP, call assist and flesh step/not flesh step for another mixup. If they block the assist, use the frame advantage to do something.

On heavies: s.HK j.LK(3) j.MP(2) j.MK slight delay j.HK. Same result above, but can give you enough time to also do jumpback j.LK as burst bait on some characters if I recall correctly. A quick test shows that the burst bait at least works on Parasoul.
I like these setups a lot! I will definitely be using them.

Just wondering why this, could you explain more ?
Why not!
 
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I really hope that's an oversight and not "he loses the chair so he can only do it once"
 
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People are only just realising this now, interesting.
 
I really hope that's an oversight and not "he loses the chair so he can only do it once"
real talk if "he loses the chair so he can only do it once" meant he literally throws that shit into space and never sees it again for the rest of the match i'd be more than ok with +12
 
Mike to answer the question of whether Val's level 3 has been buffed enough, you can't even punish a POINT BLANK, on point french twist with it, they can react to the flash with updo. I mean any character with a meterless dp, or a metered reversal can beat it on reaction. Why is this when the end result of a level 3 is being fullscreen (really bad against peacock and soon to be robo), with just 1 level of vial. Its a nice buff, but the downside of having no hitstop seems pretty steep.

Edit: Also what utility did it receive beyond 1 poison load? From what I see its utility has stayed exactly the same: A super that can only be dhc'd before the brunt of its damage occurs, sacrifices positioning (major issue), cannot be used to punish moves (normals and specials) except aerial moves by characters without air supers and meter. Its not even a reversal. Where is its utility?
 
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Mike to answer your question of whether Val's level 3 has been buffed enough, you can't even punish a POINT BLANK, on point french twist with it, they can react to the flash with updo. I mean any character with a meterless dp, or a metered reversal can beat it on reaction. Why is this when the end result of a level 3 is being fullscreen (really bad against peacock and soon to be robo), with just 1 level of vial. Its a nice buff, but the downside of having no hitstop seems pretty steep.

Why are you throwing out a level 3 super in neutral? EKG has hitstop if you need a reversal.
 
Why are you throwing out a level 3 super in neutral? EKG has hitstop if you need a reversal.
If you read my post, I was trying to punish someone trying to poke with filia's cr.mk. Please read my post. Nowhere in my post did it mention I was reversaling or using it in neutral.

If the opponent does something unsafe point blank, why should I not be able to punish it with a super that costs 2 more bars, for the damage and range increase. Its not rocket science, nor would it unhinge val as a character, it would just give it more utility than "slightly more damage and resource, but still no beneficial positioning".
 
Mike to answer the question of whether Val's level 3 has been buffed enough, you can't even punish a POINT BLANK, on point french twist with it, they can react to the flash with updo. I mean any character with a meterless dp, or a metered reversal can beat it on reaction. Why is this when the end result of a level 3 is being fullscreen (really bad against peacock and soon to be robo), with just 1 level of vial. Its a nice buff, but the downside of having no hitstop seems pretty steep.

Edit: Also what utility did it receive beyond 1 poison load? From what I see its utility has stayed exactly the same: A super that can only be dhc'd before the brunt of its damage occurs, sacrifices positioning (major issue), cannot be used to punish moves (normals and specials) except aerial moves by characters without air supers and meter. Its not even a reversal. Where is its utility?
Mike, Dynamo is blockable! My opponent doesn't even need to JUMP to avoid it, they can just block the super! What's the point of having a super if the opponent can just block it? Where is the utility? Buff Cerebella.
 
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Mike, Dynamo is blockable! My opponent doesn't even need to JUMP to avoid it, they can just block the super! What's the point of having a super if the opponent can just block it? Where is the utility? Buff Cerebella.
Amazing. You have shown me the error of my ways.

Buff Bella
:YA:AFK
 
I think double should get Parasoul's F.LP.
And also are you guys complain about a special being +12 on block?
W H Y
Even in this version many characters have specials that are hella plus. Look at overnerfed Fukua and almost any fullscreen special from peacock ever
 
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Maybe because it's a reversal? Also I don't think you can use a zoner's fullscreen projectiles as an example of specials that are "hella plus". Isn't that just the nature of any projectile in any fighting game? The further you are when you block it, the more plus or less negative the user is. I mean it just makes sense lol. Unless you're saying Peacock's HP Bang should be like her Argus and hits fullscreen all at once. Kind of like an actual gun..... actually that sounds kind of cool.
 
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At first I was like wtf at HP chair toss being +12 on block because it's a reversal, but since it does fling it across the stage and can be a task to get back so you really don't have access to it again for a bit, I don't mind it still being positive on block but maybe not exactly +12.
 
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It mostly matters in the corner where the chair will then promptly fall on their head allowing for crazy high/low stuff.

However the long advantage also means they can PB absolute guard it pretty easily.


Midscreen I don't think it is as big a deal as people are making out, it does fly a looooong way. Behind the opponent. It is quite hard to get back unless your opponent lets you.
 
It mostly matters in the corner where the chair will then promptly fall on their head allowing for crazy high/low stuff.

On block the chair does not have a hitbox coming down, so you don't even really get a crazy high low at all from it falling on their head. M chair works this way.
 
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On block the chair does not have a hitbox coming down, so you don't even really get a crazy high low at all from it falling on their head. M chair works this way.
Today I learned something.

M chair obviously has a huge gap in the middle though.
 
You guys are all silly and I love you all for that.<3 /kappa
 
So.... what's the issue with H chair again?

EDIT: Is it just Peacock? Is she exempt from having matchups with something that is slightly difficult to deal with? Most other characters have those.
 
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So.... what's the issue with H chair again?

EDIT: Is it just Peacock? Is she exempt from having matchups with something that is slightly difficult to deal with? Most other characters have those.
I don't think anyone here is saying his H chair beats Peacock so bad it needs to be nerfed (I personally loathe his chairless sweep more than the chair lol). If anything it seems people are just confused as to why a reversal is so plus on block of all things.

Honestly that's not really a fair remark. I mean sure Peacock doesn't have as many bad matchups as some other characters but I'd say Val and Filia are matchups that are at the very least "slightly difficult to deal with".
 
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Since assist commands will no longer execute part of a multi-hit normal, is there any way to land Val's
(corner) cHP jHP adc jMP(3) sHKx2 + Bomber?

I cannot for the life of me get this to work the way it did before the change with two sHKx2 + assist input, be it manual or macro.
 
Having trouble with this kind of stuff too. Before I could do s.hk s.hk+mp s.hk xx H Bypass and not waste OTG to get more damage. Now it's hard, but still doable.
 
Maybe because it's a reversal? Also I don't think you can use a zoner's fullscreen projectiles as an example of specials that are "hella plus". Isn't that just the nature of any projectile in any fighting game? The further you are when you block it, the more plus or less negative the user is. I mean it just makes sense lol. Unless you're saying Peacock's HP Bang should be like her Argus and hits fullscreen all at once. Kind of like an actual gun..... actually that sounds kind of cool.
The problem is that hes throwing away one of his most respurceful tools and its hard for him to get it back. Why punish him for limiting himself?