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  1. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    I pick M Pinion because it's not too slow like H Pinion, and doesn't go too short a distance like L Pinion. It fills a very nice specific little niche that still remains useful for all the characters I've used it with. Peacock gets good zoning coverage with it, Big Band keeps his Brass & A-Train...
  2. ClarenceMage

    What got you into skullgirls, and why are you staying?

    Got me: It was a new fighting game and I play everything I can get my hands on What stopped me iniatially: Long-ass SDE raw tag combos, ain't nobody got time for that What got me back: PC edition and forcing the SG Oceanic group to flourish. Undizzy = moar burst baits and shorter combos...
  3. ClarenceMage

    Unable to call assist with Painwheel in certain conditions

    I worded what I said weirdly, and after a little testing I found out why I was confused: I thought that ground throws and air throws worked the same way in regards to canceling them into Special+Assist. Ms Fortune's, Filias, etc ground throws you can cancel with a special input with assist...
  4. ClarenceMage

    Unable to call assist with Painwheel in certain conditions

    There are a couple conditions that I can reliably reproduce that prevent me from using an assist as Painwheel 1. Valentine air throw scalpels DHC Hatred install. I can't call assist with Val during her air throw(also bug?), but when I land with val in the followup combo I'm able to use assist...
  5. ClarenceMage

    General Gameplay Discussion

    That's right, but there's something to be said about a reaction-based "OS"-style type thing that is sorta the same result. It's like buffering c.MK Fireball with Ryu, but reacting to your opponent jumping while you're c.MK-ing and uppercutting them. In the end you're covering two situations...
  6. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    @Mike_Z Please revert the Painwheel unfly change ASAP. Most pw players dislike it.
  7. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    Honestly, zoom being low would be a great incentive to go Head-Off that fits in with Ms Fortune's mechanical theme, where Head-On is more solid and rounded, but Head-Off has monstrous pressure, mixup potential, and longer-range neutral, at the expense of when you fuck up your defensive options...
  8. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    I tried out the Unfly motion in an actual game today, and I got a lot of re-flys at neutral instead of unflies. Not cool.
  9. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    Just hit your buttons harder. Frame perfect P+P is not nearly as difficult as you're making it out.
  10. ClarenceMage

    The Melty Blood Thread

    Started playing games. Unsatisfactory connections are now very satisfactory. I can now play a greater pool of players from home, and chase up players better than me and throw myself at them until I git gud. C-Ryougi is going well, it'll take me a week or two to fully grasp the nature of the...
  11. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    This causes input ambiguity if you're trying to do 214K or 21K4 negative edge. If you do 21K4 negative edge then you do j.1K, then it's kara canceled into fly, instead of unfly as intended. PP to unfly has no such issue.
  12. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    I understand exactly what you are saying, but the problem is that what you are saying and the conclusions you are drawing from what you are saying are both incorrect. If you don't understand why LARGE AMOUNT OF RED and VERY LITTLE IF ANY extended green is better in many ways to LOTS OF EXTENDED...
  13. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    calm down buddy why is beowulf's j.HP in that list Do me a favour and look at Squig, Eliza, and Beo's j.HPs in training mode with hitboxes on. Compare where the green and red overlap. Now look very closely at Beowulf's very red j.HP.
  14. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    Able to be countered =/= Terrible. All beowulf has to do is jump forward not press j.HP and then Filia/Val/Parasoul has just wiffed s.HP/s.HK/c.HP right in Beowulf's face. Perhaps he calls an assist on the way down to make punishing it much much easier and cover the option of Filia/Val/Parasoul...
  15. ClarenceMage

    The Melty Blood Thread

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Is there a new caster? If it does have rollback netcode now, new mainstay FG here I come.
  16. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    Throw indicators would make throws more reactable, and I for one don't want throws to be a low-damage, low-success option.
  17. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    @ShadeMoneh An 11 frame low makes for pretty crappy point blank low-based mixups. It's good for distance, but having a 6f low and dashing for 5 frames beforehand achieves basically the same thing, with the benefit of being better for point blank low mixups.
  18. ClarenceMage

    The Melty Blood Thread

    Melty Blood is awesome. Current main is F-Kouma but I'm gonna be branching out soon to Crescent moon characters like C-Ryougi or something to learn more about how the game is properly played, since F-Moon is "I cbf learning melty" moon.
  19. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    Straight upback loses to any low, but because lows are pretty slow in SG compared to other Assist games like mvc2 or umvc3, it's easier to do something like upback->downback on defense to jump away vs startup of throws and if you're stapled to the ground by a low you'll block the low in time...
  20. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    Mike, I'd like to know if my throw scaling suggestion was stupid, or not?