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  1. P

    Pocket Rumble Thread

    idk man, the combo system is still dynamic without differing combo openers at really short ranges. I'm starting to get the impression you are trying to discuss something else (12 point health or 1-point-equals-1-dmg) and not really the whole combo opener thing. I'm sorry if we gave you the wrong...
  2. P

    Pocket Rumble Thread

    Typically punishing with a light instead of a heavy is a fundamental that will negatively effect newcomers? idk I don't think people will be all of a sudden unable to adapt to other fighters because they "learned it wrong" it PR. Punishes still exist in PR the same way they do in other games...
  3. P

    Pocket Rumble Thread

    If it's the only thing that will connect fast enough from your range, that's the move you do. You do them all the time at the moment to punish Tenchi's antler charge. In a mirror match you get 2 points of dmg and a knockdown (heavy -> antler charge). if they were really right up in your face for...
  4. P

    Pocket Rumble Thread

    If you couldn't move in the game at all, I would agree that's a problem. Range inherently makes punishing things a complex choice that requires extensive knowledge about your character, outside of stuff that has so much recovery so you can just walk up from anywhere and start poking. EDIT: Also...
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    Pocket Rumble Thread

    Hey, someone on Twitter linked me to this thread. I'm Christian, the programmer and co-designer, so I'll quickly go over some of the concerns: A normal jump-in combo can take up to 5 hits. This means 2 full combos and some stray hits to kill. Lots of internal play testing and some local FGC...