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Recent content by Krackatoa

  1. Krackatoa

    New Painwheel Compendium Discussion Working Thread

    I do not like the burst baits out of Buers, as it's not possible to tick throw out of floating knockdowns. The ground one with 4j.LK/LP is probably the most solid listed to deal with hard mash.
  2. Krackatoa

    Painwheel MDE Combo Thread (Page 3 Onwards)

    CH route is pretty cool. PW definitely has ways to use Undizzy. Here's a fluff/techable combo.
  3. Krackatoa

    Painwheel MDE Combo Thread (Page 3 Onwards)

    s.MKs thing is that it does more damage in the corner than cr.MP, and it launches, allowing for a cancel into HK.Buer even on grounded hit, an optimal route for lots of PW combos. Anyways for that assist in question, at that location, you can just toss it in at the end of your combo and it will...
  4. Krackatoa

    Painwheel MDE Combo Thread (Page 3 Onwards)

    Also, technically not wasting your meter gain, because PW doesn't build any meter to begin with. :D T T :P
  5. Krackatoa

    Painwheel MDE Combo Thread (Page 3 Onwards)

    In order to actually see how install pays out, a starter without Install activation should be used. But this video shows that PW still doesn't (just barely) match a level 3 for Installing, but the Buer/Install changes make resets more promising in the damage department.
  6. Krackatoa

    Guilty Gear Thread

    The trick is getting outside of 5S range where he must Gunflame to stop you from pressing buttons that he has trouble beating outright with 5S. You can also 5D through it. kek
  7. Krackatoa

    Guilty Gear Thread

    Just using FDC after airdash or after a jump is important. Don't worry about combo implications right away. You use it to juke around projectiles, bait anti-airs (It stalls your time of impact, letting their attacks whiff) and leaves you much harder to get a bead on for airthrows. The most...
  8. Krackatoa

    Guilty Gear Thread

    Don't do it, your normals are booty-town for close range stuff. Well, I shouldn't say that. There's a time and place for everything. Focus on jumping away, however, and see how that works out for you.
  9. Krackatoa

    Street Fighter V

    It could also be that you're not used to players having an input buffer for normals on wakeup. You didn't have to deal with every player hitting a 1 frame window for jab everytime they got up.
  10. Krackatoa

    Street Fighter V

    There are setups for soft knockdown, roll and delay wakeup. I safejumped a Chun's EX SBK twice in one match as Karin, it was great. Sometimes the opportunity costs meter, however. Most characters get something like that. It's not exclusive to one character.
  11. Krackatoa

    Street Fighter V

    The mixup is Frame Trap or Throw. Medium Punches are plus, lights are plus (Except cr.LKs), Long range Medium Kicks/Other Normals are minus. Heavies are minus but Crush Counter (Save for some of Bison's things). You need to throw your opponent to get him to press buttons. Once he's pressing...
  12. Krackatoa

    Guilty Gear Thread

    If you Instant Block the 2nd hit you can 2P as Faust to beat his standard 2K followup. It's hard, though. I recommend just burning a ton of meter on FD and then super-jumping away.
  13. Krackatoa

    Guilty Gear Thread

    It's already a win for you, and it's advantageous if they FD the 6P. No complaining.
  14. Krackatoa

    Guilty Gear Thread

    Nope, that's it.
  15. Krackatoa

    Guilty Gear Thread

    First, work on your confirms. A CH j2K should be confirmable right there into Something > Pogo > Going My Way. When defending against mixups in the corner, focus less on counterpoking and more on using Faultless Defense to make an opening for superjumping away. You can then cover your escape...