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  1. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    Kind of want to bring attention to this just briefly Mike mentions 9.2k for 3 meters and no prior resources is too much, but a few characters can do similar or more damage for the same conditions. Not to discredit him from actually doing too much damage right now, because he definitely might...
  2. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    Idk about the first part as for the second part, can't you remedy that by doing HK drill first and then canceling into super?
  3. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    Losing both free HKD sounds awful but I'm waiting to pass judgement to see how easily he can get hype.
  4. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    So ultimately, what's people's opinion on the peacock bomb > teleport thing? It's hard for me to really say if its too good or not because of bias. The stuff you can do with it really lends well to the playstyle that I like to play so I'd hate to see it go but I can acknowledge that it's...
  5. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    No but you can almost always have at least that 1 bar by "doing nothing"
  6. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    If dynamo is whiffing on opponent's directly above you, you can always do devil horns first instead. Yeah it's not as good or fast, but you definitely still have that tool/option there to deal with the problem so its not that bad.
  7. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    Hella late but peacock is vulnerable for at least(?) 3 frames before she actually gets any invincibility from teleport.
  8. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    So this is pretty neato
  9. RemiKz

    Peacock Rushdown Discussion: Pressure, Mixups etc

    I guess this goes here Maybe something @mcpeanuts would want to look into
  10. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    Kinda wish the punch LK Teleport was left in for a little longer for Peacock. I was just starting to figure stuff out with it. I had no idea that not being able to jump after a backdash was a bug. I thought it was intentional for her. More knockback on MP Bang lets you get the wallbounce...
  11. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    Lenny is actually a pretty cool super to use in neutral now. It makes the Peacock mirror match pretty derpy though because the other peacock can't do anything so they end up also putting down a Lenny and then it gets crazy.
  12. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    What's wrong with the feint bomb? It's by large her least oppressive projectile.
  13. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    Early peacock impressions: -Haven't had a chance to try out j.LP very much in a match. Speed and hitbox adjustment is nice but the extended vulnerable area totally removes burstbaits she used to have. -New LK teleport is interesting. Can actually use it as an antiair and it seems like I can...
  14. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    I've personally found the new sneeze waaaay more useful. It's also nice not having the head end up so far away if it doesn't actually hit the opponent.
  15. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    I can do it sometimes but sometimes I get the head to walk too far forward when I input the 236MP input and makes it miss or I guess sometimes I release HP too soon and the rekka ends up hitting the head. Just wondering if there was some trick I'm not getting to have it be as reliable as before.
  16. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    I'm actually having slight trouble understanding how to do 236MP > zoom without hitting the head as headless ms.fortune. I always just held HP and held forward after the 236 input and just released HP at the right time.
  17. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    Guess I'll post my findings in regards to airball dash cancel. The notoriously tricky one is MK airball. If you choose to not pushblock at any point, it can be pretty hard to punish depending on where you block it and can result in you taking a big hit for trying. Pushblocking early puts you in...
  18. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    Usually. I've always viewed situations like this as anti-air and I don't see why it's not. Different action, same idea. Admittedly, it's not what people would traditionally call an anti-air, but you are acting against an aerial approach, sooo... it makes sense in my head
  19. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    If you do an air-to-air with the intent of beating their aerial approach, is that not anti-airing?
  20. RemiKz

    Skullgirls Beta Aug 5th Patch Discussion

    Could replace filia with eliza and 5HP for 5MP and it would still be accurate