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Skullgirls PC Beta Updates Discussion

Don't want to be that guy but.....I posted a problem with Cerebella's Grab Bag that still hasn't been adressed.
 
this aint smash keep that mashing out of here
 
The only reason her beam super should be mashable is if it worked like JJBA and if you clashed same strength super beams you had to mash it out.

Beams don't work in a way that this would even be possible from what I can tell though, so tough luck.
 
Mashing for extra damage is fun(ish?) but completely pointless as a mechanic. There is no difference between mashing doing extra damage, and just buffing the damage and you deciding to mash anyway.
 
http://steamcommunity.com/games/208610/announcements/detail/209758898045597755

General

- Corrected the reference point on thrown frames 4 and 10 for Fortune, Eliza, and Robo. DHCs from Ultimate Showstopper face the correct direction on them now.
- All standing and crouching light attacks are now at most +6 on block. Affects Filia, Fkua, Peacock, Squigly, and Valentine.
- All taunts should now have names, very important! :^)
- Added loading screen for Marie! It was waiting until all the other character slideshow slots were filled.

Big Band
- Bugfix: Big Band can now parry RoboFortune's Catastrophe Cannon from air to ground.

Double

- Brought over the c.LK hitbox fix from Painwheel (expanded hitbox vertically downward to help with OTGs not whiffing). Whoops.

Eliza

- Can only link off LK Osiris Spiral once per combo. This is more for opponent-annoyance reasons than for reducing damage.

Fukua

- Taunt correctly only gives meter at the beginning. Thanks worldjem.

Ms. Fortune

- c.LK startup 7f->8f, damage 325->275, advantage on block +3f->0f. This was on The List for a while: It has longer reach than Eliza's or Cerebella's combos into sHP, and she has instant airdash jLK, as well as the fastest sLP in the game.

Painwheel
- Robo's Magnetic Trap now affects flying Painwheel. This needed a large refactoring of how her flight worked, so see if there are any new bugs with flight please!
- Extended her throw box upward, which doesn't matter in all cases except she can now grab her own minimum-height flight like everyone else. Go Patricia Carol go! I know your name, Painwheel, I promise... ;_;

Squigly

- Fixed occasional Silver Chord visual weirdness. Yay for beam tech.

Robo-Fortune

- Fix crash when exploding during Big Band's lv3; explosion no longer interacts with projectiles. BIG thanks to Saxton, because crashing really sucks. :^)
- Ground tech VO now has opponents properly respond. Thanks Dawn111!
- On hit, can now cancel s.HK into c.HK or taunt.
- Tag-in recovery -5f, knocks opponent higher. Now possible to combo after it anywhere with Magnetic Trap, or in the corner with OTG c.LK.
- Magnetic Trap no longer attracts ground techs into the air.
- Reduced the hitstop on all j.HK hits by 1f, just to speed it up a bit.

Valentine

- c.LK -5f recovery, is now +1 on block and +4 on hit. Recovery frame was held because I didn't know what I was doing before. :^P Getting closer to the end of The List!
 
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I looked at the patch notes and my head exploded.

I don't know what to think any more.

The Fortune change I see the reasoning but feel that was integral to her pressure. The Val change? The VALENTINE change?

Please don't hate me.
 
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Sigh... The val change. My god :(
 
I just want to say thank you very very very very much for the change to RF raw tag.

The Val change tho...
 
no more crLK LK to make safe for Val
 
I wanted so bad to not say anything, but since it's being put in for Painwheel's flight I feel obligated to... Will Robo-Fortune's magnetic grab eventually affect Big Band's timpani flight? It currently doesn't.
 
no more crLK LK to make safe for Val
No, instead she gets another normal that keeps up pressure. But one that also counters up back D=

I'm scared



I like the RF 5HK > 2HK thing, want to experiment with that some, I think it was a great idea.
 
I was really wondering why he mentioned Peacock on the Painwheel grab bit.
 
He accidentally said Patricia, then corrected himself. Thankfully, I caught it for funny points

=P
 
Robo-Fortune
- On hit, can now cancel s.HK into c.HK or taunt.
t

Huh, didn't see that one coming. Fwiw, I didn't really think it was hard before to get heads out like some others did with all the screen space she could clear and cHK being a good anti air. But while I don't think a buff was really necessary, I guess I can't complain too much since everyone feels like Robo is one of the weaker characters atm.
 
Why aren't some super mashable? For example, Robo Fortune beams super could be mashable (as in mashing any button) to get some extra hits in.
Because having to mash to get max damage out of your supers is annoying. It's nice that you always get max damage without any additional inputs. What's the case for mashing?
 
Certain players arbitrarily not getting full damage from Blockbusters just because they can't push buttons fast enough? No thanks
 
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I hate mashable supers with a passion that borders on insanity.
 
Kind of curious as to why the 'no light attacks are more than +6 on block' change was made.

Not that I mind too much, +6 is enough to do basically whatever you want.
 
The Fortune c.lk nerf concerns me. I feel it is still be a great normal with 8f startup and we do have c.lp for a fast close-range low, but the frame advantage nerf is concerning for headless. I guess it isn't a problem if you do have the opponent sandwiched, I'm just concerned about applying pressure that outside of that. Head on can deal with it.

In pressure strings s.lp still beats every other normal after +0 so I don't really care at that range I guess.

Double
- Brought over the c.LK hitbox fix from Painwheel (expanded hitbox vertically downward to help with OTGs not whiffing). Whoops.
Thanks for this!
 
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The Fortune c.lk nerf concerns me. I feel it is still be a great normal with 8f startup and we do have c.lp for a fast close-range low

cr.lp doesn't hit low though
 
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If the c.lk nerf was on The List for a long time why couldn't it have implemented with all the other nerfs a long time ago?

I'm just saying do we really need major changes this close to the end of development
 
If the c.lk nerf was on The List for a long time why couldn't it have implemented with all the other nerfs a long time ago?

I'm just saying do we really need major changes this close to the end of development

As Mike has explained on numerous occasions, it's because there were higher-priority things on said List.

You can probably also safely assume that such a change this close to the end of development is probably something he's really confident about. Ye of little faith may continue freaking out, though. :D
 
I looked at the patch notes and my head exploded.

I don't know what to think any more.

The Fortune change I see the reasoning but feel that was integral to her pressure. The Val change? The VALENTINE change?

Please don't hate me.
I really don't understand the c lk change as yea it's pretty important for her pressure game headless. Why is it +0 on block?

Cerebella's c lk is also 8f and is +6 on block

Squiggly's c lk is 8f and +5 on block

Not sure why this needed a nerf as it's VERY important to her neutral game both headed and headless. Now the only things you have a frame advantage with is s lp and c lp. I just feel like this change was totally unwarranted.
 
Yeah, I don't know how I feel about this Fortune nerf... The startup and damage nerfs I'm fine with, but making it even on block just seems a bit too harsh, especially considering it's her only low outside of sweep? I feel like it's probably her most important normal in neutral, and it's getting nerfed because it's straight up better than Eliza's?

Oh well atleast Val got stuff
 
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I really don't understand the c lk change as yea it's pretty important for her pressure game headless. Why is it +0 on block?

Cerebella's c lk is also 8f and is +6 on block

Squiggly's c lk is 8f and +5 on block

Not sure why this needed a nerf as it's VERY important to her neutral game both headed and headless. Now the only things you have a frame advantage with is s lp and c lp. I just feel like this change was totally unwarranted.
it's probably 0 on block because it goes REALLY far.
 
it's probably 0 on block because it goes REALLY far.
WWQE1LP.png


shrug

I don't care much about the change but I'm just confused.
 
Because having to mash to get max damage out of your supers is annoying. It's nice that you always get max damage without any additional inputs. What's the case for mashing?
I don't know. What's the case for Beat Extend?
 
I don't know. What's the case for Beat Extend?

Because there are a bunch of cases where getting all the hits of BE makes your combo scale worse, namely near the beginning of combos? If anything its the opposite of mash more = better.

And it's an instrument that IRL actually shakes? I mean if I shoot a laser from my transforming arms, pressing more imaginary buttons doesn't make me fire the laser harder.
 
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Oh wow didn't even notice Val's c.LK was negative on block before.

Also kinda wish fortune's c.LK at least stayed +1 on block.
 
You'd lose the ability to do some but not all shakes, but I have never been in a situation where I wanted to do that.
I get that pretty often actually, when you do beat extend+copter in some cases the copter will hit the character and not allow a followup but if you shake for a bit you get a combo not yet fully scaled. the easiest example is L BE+copter on beowulf, if you just shake for one hit the copter whiffs completely.
 
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this isn't directly related to the beta I suppose so not sure if this is where I'd ask but has anything been said on the final release schedule? i.e. is the next retail/console update going to be the last, and it will include robo + all the IGG voicepacks etc.? Or will robo get a patch when she's 100% done (if she isn't already) and then there will be another final content pack afterwards?
 
this isn't directly related to the beta I suppose so not sure if this is where I'd ask but has anything been said on the final release schedule? i.e. is the next retail/console update going to be the last, and it will include robo + all the IGG voicepacks etc.? Or will robo get a patch when she's 100% done (if she isn't already) and then there will be another final content pack afterwards?
Robo is basically done, we're just quality of life changes, last minute balancing, voice packs and any remaining features away from the final patch. There might be a final balance patch later if needed, but don't expect it.
 
The Fortune c.LK nerf makes sense while head on. She has a lot of great tools head on, like IAD j.HP/j.LK and s.HP as a poke. c.LK goes REALLY far, so I understand the whole "she has so many other tools why a long reaching safe on block poke too?" argument. I think it being +0 on block is a bit much, but whatever, you can go straight into s.HP xx L Rekka and be +0 too.

However, would it be reasonable that headless Fortune keeps the old c.LK? Headless Fortune relies a lot more on that normal in her neutral game than head on fortune does in terms of footsies and starting sandwich pressure. Headless does not have as good an air dash as head on has, and can't instantly chain into s.HP from anywhere on screen. Headless Fortune relies on grounded normals a lot more in her neutral. Would a fair compromise be letting Headless keep the old c.LK? This would further solidify the advantages/disadvantages of each version, which I think is a good thing: headless Fortune has a better ground game, while head on Fortune has a better air/defense game. If you want the better ground normals, you gotta take your head off.

I'm fine with the nerf for head on fortune, I just feel like it hits headless a bit too hard.
 
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