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  1. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    Oh sorry, I don't want to change the hitboxes of anything at all. Being clearer: I'm open to reverting j.LK if someone can show me why it's necessary outside burst baits (which I'm fixing directly), and I'm open to reducing the vulnerable area on c.LK if someone can provide me a useful case...
  2. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    @ Double (wow, Double is a user here) - I'll fix the burst baits, even if I have to do "use the old boxes if they burst". :^P - Was disjoint j.LK really that useful in neutral, or is that more about the burst baits? I'm open to reverting j.LK, and reducing the size of the box on c.LK, though...
  3. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    I already looked at meter gain again locally - the opponent now gets roughly half what Robo gets, both on hit and block. (I'm not putting it back to what it was in Retail, either for her or for them, because of the many other differences in beams now.) The difference in timing between this...
  4. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    I JUST TOLD YOU, "like off Fenrir". If you're gonna argue, at least read what the other person is saying. Filia often uses OTG. DHCing in rescales to 70%, so the first Dynamo hit does 210. Plus, off Fenrir you can't always be sure of positioning or not crossing behind them if you are...
  5. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    Hello, Solobella, there are plenty of situations in which if you want the kill you can't control whether it hits once, like off Fenrir. In this case, quality of life for everyone > this one thing for you. I can make it guarantee only the first 2 hits, though, so you still get lookin'-like-dead...
  6. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    I already fixed it, but the last 4 hits can still miss. You'd rather keep 'em all?
  7. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    That totally is unintentional! Hmm...well, the difference is unintentional, but for the opponent to gain above-average meter it has to stay. Oh well. :^P She's at Salty every week. Do you not have the problem on PC? The dead zone numbers are within 1% (if the analog range is 0-100%) of...
  8. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    I agree with this completely, thank you for bringing it up! The main goal was to reduce tacking on big hits after 240 undizzy. I'm not sure I can do it, though. If you cause both IPS and Undizzy bursts, though, you will still get reduced damage. Dude, it's not possible to prevent that on any...
  9. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    It's not super easy to make consistent, but I can check. ...tried with dev tools, how are you hitting s.LP on like, anyone? When do you throw the bomb to get it? This, is probably not fixable.
  10. Mike_Z

    Robo-Fortune Combo Thread

    ReFURbish is a perfect word, thanks. :^)
  11. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    Quit while you're ahead, Dan. :^)
  12. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    It's disjoint. If it's trading you're doing it late, in which case an extra active frame will not solve anything. (Also, no.) OH NO, RISKS! Item drop triggers IPS when undizzy is full because otherwise Argus Item Argus (and now, Argus Item Lenny Argus (call item) Argus Item Argus) would be...
  13. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    @ Squigly stuff Making the flame hit taller won't help you save OTG after divekick, most characters go too far so you still have to dash...and dash s.LP is a lot easier than dash c.LP. No to 4 hits, it's already disjoint and active for up to 60f, c'mon now. It USED to be (still is, in Retail)...
  14. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    Yep! If you get the grab when they call an assist you get a free doublesnap for 1 hype. I really hope people realize HOW good that is, because grab beats assist calls. That has to be a bug.
  15. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    Since she lost the M Shadow portion of zoning, I agree with this. Sounds like you have at least one! :^P Regular chair dance does more damage than any other finisher, which I'm surprised nobody noticed. EX chair dance does more than any other finisher and allows a followup or a full safe...
  16. Mike_Z

    [Nov 18, 2016] Revolution 2016 (London, England)

    I'm forced to wait for the end of the LimitedRun preorder thing on the 14th so the patch and disk build can be the same. My sincere apologies. ;_;
  17. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    I'd like as much in the game as can be humanly possible to be humanly possible. You still have to know the mixup is coming, but a 1-2f window to defend properly even when you know what you want to do is not a fair gauge of anything.
  18. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    ^ this. I agree that the super difficult mixup should be the first hit, which is still a true mixup, not the followups. Blocking correctly should be the correct answer. To explain: You were protected from the 2nd hit of a 50/50 before as long as it was within maximum of [hitstop or 6f], but...
  19. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    Why? ;_; 6f setups have a chance of being 1f faster, but if the setup's longer than 6f, it won't be affected much. (6-14f = 0f difference, 15-23f = 1f shorter possible, 24-32f = 2f faster possible, etc. My ranges might be off but it isn't more than 2f faster for anything under half a second.)