• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Search results

  1. cloudKing211

    Skullgirls Mobile Closed Beta FAQ [UPDATED!]

    So has there been any update on the android release of the game?
  2. cloudKing211

    Skullgirls Beta Aug 5th Patch Discussion

    Is midscreen tear to s.lp a 2 to 3 frame link?
  3. cloudKing211

    USA Ideas For CB2017 Exhibition(s?)

    I still think draft can be cool
  4. cloudKing211

    [Sep 30, 2016] CEOtaku 2016: this is actually out of control omg (Orlando, FL)

    Peck if i make it and you cant find people to play we can time chamber its ok I also hate that feeling of: "Im finally here who wants to play" *crickets chirping "Sigh"
  5. cloudKing211

    USA Ideas For CB2017 Exhibition(s?)

    We can also do what alot of other games do: Pick 2 captains, then have them pick players one by one
  6. cloudKing211

    Skullgirls Beta Aug 5th Patch Discussion

    GIANT STEP FULL ARMOR FEELS REALLY DUMB end caps Edit:I think it got much better at everything. Anti air is amazing bc it has a good hitbox, hit of armor, it hits overhead it hits people when they land fullscreen. It came up alot in sets. Noticeably
  7. cloudKing211

    Skullgirls Beta Aug 5th Patch Discussion

    About a potential Val change, if it happens. Could it just be orange and green vials, if damage is your concern. Edit: for clarity
  8. cloudKing211

    Skullgirls Beta Aug 5th Patch Discussion

    Car after otg in the corner
  9. cloudKing211

    Skullgirls Beta Aug 5th Patch Discussion

    @Zidiane the fact that it is harder to tech is important. If you are ending a combo and they are in kill range, it is smart to mixup grab bag and hard knockdown. Its especially good for duos where that 2700 becomes massive
  10. cloudKing211

    Skullgirls Beta Aug 5th Patch Discussion

    Isnt grab bag harder to tech (4ish frames?), even if you know its coming? Isnt that the reason to use it? In the corner you still control what they do after wakeup
  11. cloudKing211

    Skullgirls Beta Aug 5th Patch Discussion

    You literally said this is what it would be. Unless that is not what you meant, then I misunderstood and await being corrected. :^?
  12. cloudKing211

    Skullgirls Beta Aug 5th Patch Discussion

    this is what the potential test would be. she loads a vial, recovers, loads again, recovers, loads again, and then exits. On the next call, throw the vial
  13. cloudKing211

    Skullgirls Beta Aug 5th Patch Discussion

    I mean even with level 3 you dont tod without a reset without 3 to 5 meter (which many chars can still tod after 1 reset anyway) As a duo you have val 2nd to use this, so no neutral assists. Solo cant use it So it would be incentive to run val off point for trios and slightly duo Edit: HCH...
  14. cloudKing211

    Skullgirls Beta Aug 5th Patch Discussion

    I am willing to do horrible things with it as a test I mean test it
  15. cloudKing211

    Skullgirls Beta Aug 5th Patch Discussion

    Beam and other god assists dont need you to win neutral to get the benefits You sacrifice a neutral assist to augment followups and setups later
  16. cloudKing211

    Skullgirls Beta Aug 5th Patch Discussion

    Or only allow 2 loads in the assist before throwing, however if lvl3 is manually loaded, allow lvl 3 to be thrown
  17. cloudKing211

    Skullgirls Beta Aug 5th Patch Discussion

    You can always make it a call/throw once per combo.