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  1. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    Nothing can push airborne opponents upward on block. Things like Excella are unblockable if your velocity is upward, so this is a game-wide rule. I can increase the hitstop vs airborne opponents, which sort of has the same effect. I'm all for lowering headon's damage a bit, but the meter gain...
  2. Mike_Z

    Cerebella General

    Additional notes: The next hit after Elbow is stage 3, not stage 2. The next hit after MGR is stage 2. MGR doesn't "do less damage" than Elbow depending on the combo you do, because you can do better combos off MGR. (For example in my practical damage video it's easier to kill off MGR than...
  3. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    You mean the non-knockdown version? No, because in order to rationally discuss something you have to think straight. :^P When I think comeback potential I think Evo Moment #37, which is about not-dying vs dying. He didn't even do the max damage punish. Armor on frame 1 that prevents you from...
  4. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    Seriously I had to post this twice because I can't believe you really said that.
  5. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    Painwheel, I assume? It won't, though. "Sucks to use it in neutral because it improves your neutral." HOW does this make sense? :^\ Also man...first frame armor with an extra hit in it that you can't die during. Some of this just comes down to that you want it to be something it's not...
  6. Mike_Z

    Hitstop bug with grab supers

    Aaaaaactually PBGC Showstopper and Fukua Lv5 being slower is intentional, I added up to 5f post-flash if there were frames of blockstun left. I'm not sure WHY, though, given everything else in this game, so I guess I can fix that! :^P
  7. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    I mean, it is KINDA COOL you know...but yeah, it should probably not be a thing. Head's not a fireball, and shadows already do this. It's not, because you still wouldn't be able to get H DP. You'd get K stance. :^P So changing the priority does matter. @ SQUIGLY AND PAINWHEEL PLAYERS I...
  8. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    Yeah, that and the Fukua shadow thing I'll fix. Countering a burst getting a CH bonus I dunno if I want to fix, because you can counter bursts in situations where you can't beat them with anything else. I can see about giving it from un-poison counter, though it may be impossible without very...
  9. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    I'd like this thread to remember that while I read everything, dumb ideas will be ignored. :^P
  10. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    It has to, in order to hit assists. However, I can make those frames ONLY hit assists, which will solve the problem of it hitting the point without being a grab! I'll do that.
  11. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    Training mode grid. Man if you're gonna quote me at least get it right (emphasis added but should have been there to start with) The end is safe if you LET him get to the end, but the entire move is not safe. You can always interrupt after the first one. Also, "safe" is not the same thing as...
  12. Mike_Z

    Skullgirls Mobile General Discussion

    If you're gonna charge for retries then 1-per-retry is fine. I do heavily advocate not charging, though. No bonuses for trying again, but no CHARGE until you decide to play a different fight and come back. I don't really think rebalancing is necessary for this, either. Assuming you win every...
  13. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    Yeah, 5 Blitzers is probably not happening. :^P
  14. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    This doesn't help you react, I promise. As Broken Loose said, this is intentional. The only choices to avoid the "crouch-tech" option select (OS) are: - 2LP+LK = throw AND 2LP+LK = tech (like Blazblue) or - 2LP+LK is not throw or tech. I went for the 2nd choice. The character who bursted, or...
  15. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    I may have broken that.
  16. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    Spending hype to special-cancel armored normals seems like a decent thing. You know, I did have it, but it was annoying...although in that whole time I never thought of using palette effects to show hype. Red -> white -> blue. :^P
  17. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    Listing her shortcomings without acknowledging her strengths doesn't help, though. If she went down to regular damage range then it's somewhat more relevant? She's heavily tipped toward risk/reward as it is. I'm up for improving c.LK as AA and c.MP as a confirm but like...that's about it? As...
  18. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    Well, how often is Zoom away from the opponent used? I could easily make it like the assist and switch Zoom to D+HP and make it seek...
  19. Mike_Z

    Skullgirls Beta Aug 5th Patch Discussion

    This. STILL. So this is factually incorrect, and this is one of the reasons I'm skeptical people are correctly analyzing Headless... - You can hold HP to make her not hit the head. - Sneeze is completely invincible from frame 1 and doesn't stop if Fortune is hit. - It's not that hard to do...