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  1. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    woah I learned something new today I was thinking maybe it was with the j.HK, but damn that's wild.
  2. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    I'll give you Bella, Eliza and Fukua (I did say "most" :^), but Filia's and Fortune's optimal stuff requires spending OTG (fiber loops do actually slightly less damage than the OTG spending route, I think Caio's thread in the Fortune forum has it), and burst bait knockdown while spending OTG is...
  3. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    For what it's worth, most characters that get hard knockdowns don't get them off optimal combos, as said optimal combos often use OTG (eg BB and Double can't go for their max damage routes with midscreen j.HK and cilia slide pickup respectively). Val is probably the only exception to this maybe...
  4. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    Please stop.
  5. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    wrt no chip kills UNIEL is cool and all but this is the dumbest thing I've seen from a non-Capcom game. --------------------------------------------------- Would it be a lot to ask if Beo had recovery on his regular snap reduced? He's the only character who can't actually get a midscreen...
  6. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    I don't think she struggles with the zoning so much as she suffers from Robo's runaway. It's really really tough for Bella to catch a sj.HK other than trying to read jump startup and Excella'ing you out of it, and not even Beat Extend reaches that height so you're fairly safe against most...
  7. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    Dawg beams are -ve on hit lol. You can like jump block them too. After L/M Beam on hit you can super jump and avoid all ground beams. Also from my 5 minutes of testing you CAN react reflector against beams so it's not about guessing. This is coming from a guy who has terrible reaction times...
  8. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    Guess parry on wakeup would become too safe if every mid hitting move was down parriable was the reasoning I'd heard. Then again BB can be mixed up by everyone by rising overhead which is high parry only vs low which is low parry only.
  9. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    That's because she's a GRAPPLER. That's what they do. She already has amazing mobility and anti-grappler-tactic tools compared to your average Potemkin or Tager or Zangief or Hugo or whoever. Why not add a buffer to everything? (I'm saying this sarcastically, I'm sick of adding buffers to stuff...
  10. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    So you don't like it when you actually used a move well? Semi non shitpostingly, what if you completely remove mine's anti air capabilities by making it pop out at her knee level instead? You still get combos but no anti air trade (which Robo players don't seem to like because ??? You spend a...
  11. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    Do you make the Bypass hit OTG or normal? I couldn't make it hit not hit OTG, and when I got it from OTG I couldn't land run c.MP. This was against Filia. I probably suck though.
  12. Yomabuddy

    Beta Robo more like boring Robo.

    Beta Robo more like boring Robo.
  13. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    Why are Robo's offensive tools being nerfed again? I think nerfing the damage off every hit she did was quite a fair tradeoff for for getting cool neutral tools and giving more significance for the ones that were there but lacking oomph. I really hate to come off as a brat complaining about...
  14. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    With missiles and djc imo it should really be one or the other. I found it to be an obnoxiously good tactic to just do lv2/3 missiles then run up and j.MPMK c.LK vs j.MP djc j.LP and since each hit of j.MP has very little hitstop it was a really strong 50/50 that was hard to pushblock too (plus...
  15. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    Sorry about potato quality D: Basically what I'm trying in the potato vid is zoom to PW tag so headless to PW bonkers damage happens. As soon as I input tag IPS goes to 5, but then the zoom hit also counts as part of the level 5 chain and adds 30 undizzy, and the tag adds 20, so I end up...
  16. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    While we're on the topic of fixing things, is there a way to fix this? @Mike_Z
  17. Yomabuddy

    Skullgirls Beta Aug 5th Patch Discussion

    Do people seriously not almost-always throw+assist whenever they go for throw resets? Especially with lockdown assists it greatly reduces the effectiveness of those escapes.
  18. Yomabuddy

    Robo Fortune Discussion

    Not sure if this is still the place to discuss character changes in the beta or not, but after playing some more and theorycraifting in training mode, old buffed missiles was almost completely fucked (reminiscent of Morrigan Missile patterns) so the change is welcome. Also it might lead to...