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  1. PME

    The Unofficial Official Beta Discussion Thread

    Annie: Let the nerfs rock and see how it goes The jMP nerfs are warranted because the resets stemming from it are ridiculous. I understand it breaks some combos, but if you want jMP hitstun back, I say add forced scaling on jHP. Her getting 2 touch kills from a reset point like that where it's...
  2. PME

    The Annie Patch: Changes and Beta Discussion

    Happens the most with airdash jLP stuff, and during scrambles. So if you want it to stay on MP, that's fine too, I just really don't want it to come out from LP at the least. ---Current thoughts on Robo changes--- IDJ overheads being gone hurts, but now she has better tools overall to help her...
  3. PME

    The Annie Patch: Changes and Beta Discussion

    PLEASE PLEASE PLEASE THIS If Fortune gets any QoL changes AT ALL, it should be this one. Just completely remove being able to head toss with LP and MP, and only let her do it with HP. Please! I'm actually begging -If Painwheel's point gets "normalized," won't that also get rid of a lot of the...
  4. PME

    The Annie Patch: Changes and Beta Discussion

    Robo cannon super on block too I think?
  5. PME

    The Annie Patch: Changes and Beta Discussion

    I agree with these, but also: Would like to know others' thoughts on these as well
  6. PME

    The Annie Patch: Changes and Beta Discussion

    Robo tag should launch them a bit higher. Not necessarily to combo off of it meterlessly midscreen, but enough to at least gain 1 head and be at advantage (Maybe not change the recovery at all but let her cancel into cHK on hit?). Her tag is already among the slowest and gives minimal reward on...
  7. PME

    Rip Gato Loops https://youtu.be/rD_t81jE-LA

    Rip Gato Loops https://youtu.be/rD_t81jE-LA
  8. PME

    The Annie Patch: Changes and Beta Discussion

    Robo Magnet super should have hitstop. If not, then I don't think Beowulf's Airwulf should have it
  9. PME

    Skullgirls Tour Season 2

    I was depressed that animosity had started to form between Big E and the SGC. Would definitely love to see NEC work out considering it's the closest major for me to travel to.
  10. PME

    Full Undizzy Sequences - Community Poll.

    Cat Strike has a weird frame where both hits will connect, but will push too far for the stagger, otherwise known as the +4 range. If you do it at the +3 range, you'll get the stagger, and barely missing the +4 range, you'll still get the stagger. I'd rather the "slightly missing the +4" and +3...
  11. PME

    Full Undizzy Sequences - Community Poll.

    Not sure if this is on purpose or not, but when you hit Fortune's head with select normals/specials (haven't tested supers), Fortune takes an extra point of damage from somewhere. This is especially noticeable when hitting both Fortune and her head so that the attack data can visually change in...
  12. PME

    Full Undizzy Sequences - Community Poll.

    I never really had a problem with specific assists like Excellebella or A-Train, since you're giving up one of those characters' other assist options in exchange for combo extensions and the like. I always thought that was a fair trade, as nerfing specifically those assists would hurt other...
  13. PME

    Full Undizzy Sequences - Community Poll.

    I am for these changes the most, as I feel like they'd make the most impact to the problem in question. Minus, of course, the A-Train change which should have been equalized with the other hit-grabs. I'm with Sonic concerning changing the combo stage to 5 during a full undizzy reset, as that...
  14. PME

    Fukua's Original Combos

    If it helps others combo route, then cool. I prefer c.LKx2 starter since it's so easy to hit confirm from. I'd imagine taking out 1 of the c.LKs will add around 400~ damage. Doesn't work on BB
  15. PME

    Console Lobby Patch Bugs + Issues Megathread

    Yea, seems to consistently freeze gameplay for a couple of seconds during a lobby match if someone joins/leaves the lobby
  16. PME

    Robo-Fortune Combo Thread

    They still work, but I definitely don't recommend the [j.LK > j.MK > DJC > j.LK > j.MK] one unless you fully understand how fast each character falls and can learn the timing for when to press each button.
  17. PME

    PSN Official Skullbats Thread

    Yeah! http://challonge.com/skullbatspsn46 http://challonge.com/skullbatspsn47 http://challonge.com/skullbatspsn48 http://challonge.com/skullbatspsn49 http://challonge.com/skullbatspsn50 http://challonge.com/skullbatspsn51 http://challonge.com/skullbatspsn52 http://challonge.com/skullbatspsn53...
  18. PME

    Skullgirls Beta Aug 5th Patch Discussion

    I understand that Robo's H Beam is just seperate projectiles being fired, but is there a way those projectiles can rise/descend depending on Robo's vertical velocity at the time of each shot? There's times when the laser overlaps their hurtbox but they don't get hit because the beam itself is...
  19. PME

    Skullgirls Beta Aug 5th Patch Discussion

    I think Fukua's taunt should giver her 33% and Inevitable Snuggle be 20%.... considering one's easier to get off in the match than the other
  20. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Magnet > Double lv3 on Bella midscreen tends to whiff a lot, when it's fine against the rest of the cast