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  1. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    Headless Fortune's Ground Super appears to still have that old problem where you kill with it and the next enemy character comes in while you are still in it / in recovery. Have actually been unable to reproduce it in Training Mode, but it happened twice in games today - sadly with Replays...
  2. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    Looks like someone keeps requesting random shit without knowing anything about the game or thinking for more than 5 minutes...
  3. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    This used to be in the game. It was awful.
  4. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    I don't necessarily dislike the general idea behind it, but it's a vastly more massive change than just removing a chain in the middle of everyone's combo somewhere and would DEFINITELY not work without a slew of adjustments
  5. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    I don't think this is necessarily true. Combos deal the vast majority of their damage at the start, then very little in the middle, and then potentially (depending on the character and meter) again a bunch at the ender with something like LLMMH Special Super DHC. If you cut out some parts in...
  6. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    Let's presume that current SG is reasonably well balanced. Then, if you just shorten combos without doing anything else, you hurt characters who rely on long combos (let's pretend Valentine gets her best mixups after a 160 Undizzy long combo, then all of them would be gone), while helping...
  7. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    Worst idea you could come up with - the playerbase isn't big enough to accomodate something like that. Either such things disappear in the nether (like rounds for teams, 3v3 in DotA, etc), they split the playerbase and thus kill the game (because then neither mode has sufficient players to stay...
  8. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    You cut out one chain somewhere Here's the upside (old but same reasoning applies): http://skullheart.com/index.php?threads/damage-in-sg-vol-1-implications-of-shorter-combolength.727/ But yeah it might fuck up balance potentially, who knows.. that's the downside
  9. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    What exactly is the purpose of making a 30f command grab easier to react to (aside from also making it uglier)?
  10. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    With TK Tear gone for all buttons anyway, does jLP have to always (except in combos..) just create small explosions?
  11. IsaVulpes

    Beowulf Combos

    How about DHCing into Daisy Pusher instead to stay with the theme
  12. IsaVulpes

    Skullgirls Team Building Thread

    I think most Squigly/Band players use Brass, while 159man got 5th at ComboBreaker with A-Train, so "necessary" seems like a rather gross overstatement
  13. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    It used to chip.. and no other tag chips, and please no. Might as well request it to be cancellable to SSJ "because it's pretty much brass"?
  14. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    Count again...
  15. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    Surprisingly, there's actually a reason for that! http://skullheart.com/index.php?threads/poll-keep-fukua-in-the-game.2418/
  16. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    Is there any particular reason why Parasoul has hurtboxes?
  17. IsaVulpes

    Steam - Windows best 3/5 update seems to have severely exacerbated ragequiting

    A leaderboard system that DOES keep track of your actual wins still has no purpose at all, since it's entirely dependant on massgaming with no regards to your skill
  18. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    Did you think he was going to get buffed?
  19. IsaVulpes

    Skullgirls Beta Aug 5th Patch Discussion

    The "point" behind the Fukua-shadows-aren't-reflectable change is that they're projectiles which can be destroyed by hitting them (normally not the greatest idea in the world to do vs a projectile), so it was made to be consistent with the other hittable projectiles in the game - Eliza Chair and...