• As part of the relaunch of Skullheart, ALL previous threads have been archived.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.

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  1. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    Small thing: Parasoul Tear shot buffer and 5HP dragging opponents down actually makes the character pretty accessible to me for the first time. I hope it stays. <3
  2. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    "Look here Carmine players, you want the kit, you get the /whole/ kit."
  3. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    stick IAD/Dash. this was something i ran into with pad since i use MP+HP for button IAD. if that's not an option for you, maybe hold HP when you do the input?
  4. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    I was kind of curious about NE after walking inputs if you only wanted to move the head, something like this sounds awesome.
  5. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    bruh b r u h
  6. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    Filia 5HP Filia 5HP Filia 5HP Filia 5HP Filia 5HP Filia 5HP Filia 5HP u Filia 5HP Filia 5HP Filia 5HP Filia 5HP Filia 5HP Filia 5HP Filia 5HP Filia 5HP Filia 5HP o_o | / | \ | / \
  7. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    "yeah, mike'll love [Nobiru]." I'd agree with Khaos on ground control and air presence; there's not really a lot of incentive to be on the ground against her, and no particularly unique deincentivizations for enemy air approaches without specialized assists like Excella, H-Buer, or A-Train...
  8. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    yeah, it's more for L-luger at range than H-Luger AA.
  9. hilaryyy

    Skullgirls Team Building Thread

    Valentine is literally the only reason I would ever run M-Bomber over L-Bomber on a team, even if L-Bomber overlapped with another horizontal assist or invuln assist. sHK + Bomber poison extensions, carry/route considerations, and general range/coverage are too important to her, even to the...
  10. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    (OTG cLK cHP step microdash sLP) ((good shit on getting us consistent sMK tho <3))
  11. hilaryyy

    USA Skullgirls Community Tour? (Discussion)

    this is always really hard to swallow because every year i lowball the numbers and am still way off. players i've never heard of or seen online from Idaho, Montana, western WA, Oregon, BC all come out and it's like 20-30 new/unknown regional folks who travel because it's their closest major...
  12. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    Can someone tell me how busted Double getting Val sHP (or any other move that would allow for backwards kara) and Fugazi on 6HP would be? thinking: ! possibly making M-Luger plus from blockstrings via kara ! maybe too strong for neutral/screen coverage ! pain to implement and recolor for all...
  13. hilaryyy

    USA Skullgirls Community Tour? (Discussion)

    This is a good idea. I'm still on the fence about NWM. PNW loves the event and they're wonderful to the SGC, but putting one so close to Combo Breaker always feels like logistical suicide when considering the people that have to travel really far and will prioritize CB (rightfully so) as the...
  14. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    One fiber per combo removes her ability to obfuscate when in a combo she's going to use any resets from fiber. Moreover, fiber allows her to create/utilize different launch heights for routes and resets. Losing that would suck; if someone took or limited Filia cMP I'd be p i s s e d. Changing...
  15. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    Watch Liam's 2015 Para/Fukua matches. NWM and CB. I would honestly rather deal with Fukua doing it on point than it being a part of Para, Filia, or Fortune's reset options.
  16. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    Eliza players no longer need to IAD back with jLK in order to ensure the move connects; IAD jLK will always connect thanks to hurtbox changes. <3
  17. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    throw or jLK FF feels pretty damn wild kinda leaning towards too good
  18. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    Filia airball dash cancel on block is really rad. I already liked it for low/TK approaches over zoners' low/ground projectiles and getting in, and now i don't really even have to space it very well to allow for a whiff > adc jMP/whatever. By the same token, maybe that's too good. SonicFox's...
  19. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    There are characters in quite a few games that are primarily long-range zoners, but still have excellent offensive options up close. Typically weak/eploitable mid-range, and I feel like that'll be Robo.
  20. hilaryyy

    Skullgirls Beta Aug 5th Patch Discussion

    git gud problem; went through and tested. if done with the first frame airdash shortcut, jLP will connect correctly on everyone. if delays are needed jLK and jMP works on everyone jLP doesn't.