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  1. RemiKz

    Indivisible: Lab Zero's Action-RPG! (General Discussion)

    I'm actually pretty bummed about Baozhai's redesign. The old canon was so striking and really sold me on the character. I understand why it needed to be changed and the new design is pretty cool in it's own regard, but I'm really going to miss the shachihoko cannon.
  2. RemiKz

    Full Undizzy Sequences - Community Poll.

    Nvm I saw what happened. It wasn't a tag, it was a quick DHC into double puddle so the bar didn't really have much time to reset.
  3. RemiKz

    Full Undizzy Sequences - Community Poll.

    Maybe not clear completely but either reduce it by a certain amount or make it start counting back down to zero sooner or something. I also don't see anything really wrong with spending meter for a CHANCE to take out a character that tagged out of pressure.
  4. RemiKz

    Full Undizzy Sequences - Community Poll.

    Can I at least make the argument for having snapbacks clear undizzy? I did have 1 situation come up where my opponent tagged in their next character but they had so much undizzy built up, that I did very little damage as a punish and could hardly do anything after I snapped the other character...
  5. RemiKz

    Full Undizzy Sequences - Community Poll.

    How many characters outside of bella/bb can pull off the concept after some of the character specific changes? I only ask because I have not had enough time to really test everything myself. Are you unsure about what the character changes do themselves or potential bugs they can bring up?
  6. RemiKz

    Full Undizzy Sequences - Community Poll.

    So didn't get to play the beta too much. With that out of the way, I think my biggest gripe with the change is incoming characters that were at 240+ undizzy felt like they got too much free breathing room, both when I was either on offensive or defensive side. That was probably the 1 thing I...
  7. RemiKz

    Full Undizzy Sequences - Community Poll.

    Do the character specific changes not prevent this from happening? Without the undizzy scaling changes being applied, there should be about 2000 total damage shaved off from these 2 sequences.
  8. RemiKz

    Full Undizzy Sequences - Community Poll.

    I still personally feel really uncomfortable going forward with these changes. I feel like they drastically change too much for how very little time I (we) have to really give it a good test. I'm still not a fan on how "safe" incoming characters are to much threat if their previous character...
  9. RemiKz

    Full Undizzy Sequences - Community Poll.

    I have mixed feelings on this. I see what the issue is and I see how the change fixes the issue, but it also effects other situations that I'm not particularly fond of. I typically do my resets towards the middle/end of combos and have watched my reset damage plummet because of the change. If...
  10. RemiKz

    Fire Emblem

    Just dealt with a super annoying strat in arena There was a Takumi paired with a Nino. Takumi would move forward and take pot shots at my units and then Nino used Draw Back on the Takumi to pull him back out of range of me being able to reach him.
  11. RemiKz

    Valentine Combo Thread

    I'm not super knowledgeable on val but at a glance they don't seem to be. I think the most damaging combos use air bypass in some way.
  12. RemiKz

    Fukua's Original Combos

    c.LK, c.MP, c.HP xx MK shadow(hold) (otg)c.HK xx MP fireball + release shadow HP j.HP, j.HK LK, LK, HP j.MP, j.HK LP, LK, c.MK, c.HP xx HK Drill xx Drill super c.LK, c.MP, c.HP xx MK shadow(hold) (otg)c.HK xx MP fireball xx clone super, release shadow HP j.HP, j.HK LK, LK, HP j.MP, j.HK LP, LK...
  13. RemiKz

    Peacock Rushdown Discussion: Pressure, Mixups etc

    Not sure how many assists this applies for but someone asked me to record
  14. RemiKz

    comboing into kanchu

    I think you're making it more complicated than it really is, you shouldn't have to be linking anything. just hold downback from the very beginning of your string and shift from downback to just back when you have to press s.HP. So essentially you are doing: [hold downback] c.LK, c.MP, [shift...
  15. RemiKz

    comboing into kanchu

    You typically always want to do c.MP over s.MP since it moves you closer to the opponent, which means you'll cross behind them sooner for kanchou to combo off s.HP. And yes, it should say 4 hits and get you a wall bounce. (you get one kanchou wallbounce per combo as a sidenote) There are a few...
  16. RemiKz

    Splatoon

    Some info from people playing the game. Granted I'm translating from japanese so some stuff might not be super accurate. - B is the new default jump button - Dual weapons have a dodge roll. Each roll uses up a bit of ink and leaves a small puddle of ink behind. When you roll, you become...
  17. RemiKz

    Squigly Tech Thread: Small/Big Tips & Strategy YOU Notice? (NEW THREAD)

    Was messing around with calling assists before throws and found some neat stuff. You can apparently use bigband as a sort of wall to prevent the opponent from going too far.
  18. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    My exact feelings for the most part. I don't mind bella doing them with j2MP and jHP too much because they feel like IAD speed overheads. (could be wrong and they might actually be faster idk off the top of my head)
  19. RemiKz

    Mr Peck's Comical Character Crisis

    You tried using missiles mid combo? I'd figure that would be the easiest way to do it. Just an idea. EDIT: Oh not sure how feasible it is with L/M george, I'll look into it.