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  1. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    What about double jump assist? Or is that RIP? and Fukua double air ball throw but follow properties of coming back before throwing again
  2. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    So now that peacocks teleports are buffed, anyway a defender can get visual cues of what teleport she is doing other than audio cues?
  3. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    Just wanted to say I'm loving this Parasoul s. fp push down. I didn't think I would like it when I suggested it.
  4. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    You are going to blame peoples' lack of reading patch notes for a game they want to get good at as a reason not to patch something? That would presumably change with it since it's the alpha counter being changed in the programming. It will stay consistent.
  5. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    Maybe I wasn't clear... When you want to counter in during a burst, make it lp+mk instead of the current lp+lk EDIT: I now understand what you are saying. So wouldn't that make my point even more relevant? I'm asking it to change to assist call since you get their assist. Currently, it's...
  6. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    I agree, no need to change anything with bursts as far as indicators go. You as a player should know when it's the right time to burst. The 2 things I would like to see with burst though are: 1. During burstable times, I would like the burstee to be able to hold forward and press any button to...
  7. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    I guess I like mine combos but mines is at the bottom of "do I really care enough to argue either way" list. My other list is what I'm more worried about but I think it got buried already.
  8. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    Yes... st. fp = standing fierce punch. Sorry, I come from MvC2 :P But if he does do this, it's gonna hurt people that do those air juggles off of fp. And never combo off mine? I didn't even know you couldn't combo off of trade. I guess I missed that in the updates. That's probably what...
  9. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    I just noticed I can't link off of robo st. mk. *sad* It's fine. I can get over that one. Also, speaking of Parasoul, can we make her st. fp pull down instead of up?
  10. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    This is more a question to other Fukua/Robo players or if it's just me.... Fukua - Anyone missing/whiffing j. hk? It feels like visually it's hitting the opponent but it misses. I know Mike got rid of the cross up where the back hits, but I'm missing a ton jumping and hitting from the front. It...
  11. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    Yes, you are bursting with a projectile. That is supposed to happen
  12. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    Wow, I didn't realize there was more than a handful of rush robo players. That puts a smile on my face. I thought I was sailing in my own boat. But ya, without writing a wall of text, I agree with what the others said. I always treated her as a cable where I could keep away but I can also...
  13. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    Reach for the stars kid. I like it
  14. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    Nvm, there is situational combos I tried that it did come in handy, so please leave for a bit to keep experimenting ^_^ <3
  15. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    I guess I visualized it differently? I thought I would see the shadow on the screen at all times. Umm best example I got is the sun in SMB3 that you are trying to run from that swoops down on you.
  16. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    Even more nerfs to her rush down game.... I'm dying over here. I don't mind the zoning nerfs (damage changes to beams and such and frame changes) and I can deal with s. fp vacuum hurting her on block even more now, but the throw and the scale on starting a combo with fp? That is unnecessary in...
  17. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    If we are keeping new M. shadow for fukua, the hitbox still feels wonky. It's not grabbing consistently and I know "timing blah blah" but there is distances, weights and heights where it's almost feels impossible that it's going to grab. Since zoning feels much harder, can we bring back the...
  18. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    It's not only useful in crossup, it would be useful to Fukua on combo extensions as well. Unless I misunderstood you or you misunderstood me. For example, this would work too if shadow stayed on screen or went further.
  19. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    Can we do (if possible) Fukua shadows not going off screen if you walk forward? Like they stay and move with the wall if as though the wall is pushing them? Or if not, make shadow distances go longer? Though the latter might be a bigger, yet necessary, buff. So without revealing into too much...
  20. MegamanDS

    Skullgirls Beta Aug 5th Patch Discussion

    I see shadow nerfs and nothing she can do about people jumping in since she can't hit above her. Sounds like Fukua problems also :P