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  1. ClarenceMage

    Guilty Gear Thread

    Instant block a lot. Become really good at blocking and IBing. If you can get a lot of game knowledge about when your opponent is minus and where you can make them even more minus with IB, it can open up more opportunities to punish with Pot Buster, or try mash out of pressure after a negative...
  2. ClarenceMage

    Guilty Gear Thread

    It depends on your character and what starter you use. I would say ~under 90 and get oki off of a 2K starter is good, ~160 off of a non-prorated optimal combo starter is good. 115ish if you roman cancel off a throw, 200 with roman cancel off an optimal starter. Something like that. Keep in mind...
  3. ClarenceMage

    How much for a new character to be added?

    I would absolutely donate to a second IGG campaign.
  4. ClarenceMage

    Valentine General Discussion / Social Thread!

    It's a tight-ish link
  5. ClarenceMage

    Throws & Throw Techs

    For Tekken throw techs, you have to keep in mind that due to throws 12f startup and massive tell, the 12 start up + 14f tech window means that anyone good at tekken can break throws on reaction 90% of the time. Because of that nature, I don't think they should be added on the list. I also don't...
  6. ClarenceMage

    Throws & Throw Techs

    Now that throw tech+pushblock OS has been removed, a strict throw tech window isn't necessary for SG anymore. There are already lots of ways to blow up a whiffed throw tech HARD, defense in SG doesn't need to be made any weaker.
  7. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    mate come on She's a grappler with the ability to set up a slide knockdown. She's all about the real oki tools. Set yourself a sliding knockdown, get to MGR range, mix up between full range MGR, mix up with dash up c.LK c.MP/s.MK whatever into full combo. That is some basic oki, not including...
  8. ClarenceMage

    Skullheart's changes.

    This is literally the worst decision I have ever seen a forum moderation team ever make. I've been around on shitty internet forums for a while, and you would think that SOME PEOPLE WOULD EVENTUALLY LEARN FROM HISTORY AND LEAVE SHIT THAT DON'T NEED FIXING ALONE instead letting the EXALTED...
  9. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    http://shoryuken.com/2003/07/21/domination-101-on-cheapness/ You are basically saying that doing runaway in SG is playing cheap(without actually using the word cheap) and not the Playing The Real Game™. Be careful of falling into this kind of thinking, you are disregarding an entire legitimate...
  10. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    Different characters have different strengths. Sure would be great if Val could have a plus on block low or a command grab that gets good reward or a huge-ass air normal that you have five million years to confirm from or the best punishing/pbgc super in the game or a short hurtbox or good...
  11. ClarenceMage

    Beginner Resources Thread

    It makes you track the opponent so you can chase people that jump over you or jump backwards without having to visually confirm it, and I already told you that you can do tech chases with wavedash to chase both ways without guessing
  12. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    Captain Corridor and Gene Splice being really effective at super jump height is by no coincidence one of the major reasons that both of them are top assists. When the top tier of the game has Sentinel riverdancing on your head, and Storm doing her best Michael Jackson impression above the top of...
  13. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    Things I like with super jump change: Extra movement in combos allowing more combo options sometimes, like drifting towards your opponent after a Val air bypass. That's neat. Extra movement options in neutral, so you can superjump backwards, then move forwards falling normal, or vice versa. More...
  14. ClarenceMage

    Guilty Gear Thread

    Liked for compiling all that tech. Disliked for unbrockabru loops being intentionally designed in 2014. These better have some secret good way of escaping them.
  15. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    ??? I haven't retconned anything? I didn't ask that. Please read my posts before replying to me. I have already said I haven't called into question your SG tech chase knowledge AT ALL, and if you carefully read my first reply, I specifically called into question your knowledge of OTHER 2D...
  16. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    Air techs in GG/BB are invul on startup, but once you exit them you are able to get hit. Air tech resets are definitely a thing, the other day ate an I-No air tech reset into her air command grab in Xrd. Off of bnbs that end in air tech, a common thing is to attempt to make them land into a...
  17. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    Read what I write and respond to what I write, not what you think I write. I said that in most 2D fighters you can block after tech rolling, which is similar to Skullgirls. Smash, 2D, and 3D are the major branches of fighting games and all have different implementations of tech rolling, all of...
  18. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    Look up the term "False dichotomy". There are more games that have tech chasing than Smash and Skullgirls. You could pick any number of them to draw inspiration from to mechanically change SG's tech chase game if you were so inclined. The major reason why I think tech chasing isn't a big part...
  19. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    ...??? You do know that in most 2D fighters that let you tech roll you can block after, which makes the ending of your tech roll a left-right mixup at worst, right, including Skullgirls? I have tech chase setups with Double and Filia. The double one I lifted from Mao(End a combo in c.HK xx...
  20. ClarenceMage

    Street Fighter III Third Strike

    The most important matchup is Ken because he's more popular, true... but then you start getting completely outclassed by Chuns. She's not exactly a beginner character, but she's not a hard character at all. All you need is a basic grasp of her footsies, the ability to run kara throw mixups, and...