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  1. Tomo009

    Guilty Gear Thread

    Yes, character select screen. Balanced CSS is one of the most important things for a fighting game and is by far the biggest issue in Rev right now.
  2. Tomo009

    Guilty Gear Thread

    Console + PC is so soon after arcade this time that I would find that kind of silly. Not that they wont do it. I suspect 1 DLC character down the line to balance the CSS though.
  3. Tomo009

    Full Undizzy Sequences - Community Poll.

    The game wide stuff I'm completely for. The minimum scaling minus supers would be the easiest to test for us, but there will still be outliers, I imagine characters like Peacock could still do a lot. It would require meter though obviously so I'm slightly less bothered by the outliers in this...
  4. Tomo009

    Skullgirls Beta Aug 5th Patch Discussion

    No matter what way you cut it, 150 undizzy would mean more 2 player interaction. In the corner pressure scenario, there would be more tense moments where the defending player has their chance. I can definitely empathize with the people who are saying no just because the game is being locked...
  5. Tomo009

    Skullgirls Beta Aug 5th Patch Discussion

    Yeah I remember every time and I thought the game ended up incrementally better every time.
  6. Tomo009

    Skullgirls Beta Aug 5th Patch Discussion

    Well I've been mostly playing GG for the last ages so I haven't been getting super invested in the end state of SG. It is definitely the main downside that lots of people will lose their optimised combos, but I don't think this change would turn out to be as extreme as some people are making...
  7. Tomo009

    Skullgirls Beta Aug 5th Patch Discussion

    150 to 250 as opposed to 240 to 340 Would need to run numbers, of course the actual damage now is higher, I mean the damage relative to a normal, practical combo at the set undizzy amount. So 150 to 250 in the possible change's case.
  8. Tomo009

    Skullgirls Beta Aug 5th Patch Discussion

    it could be very ratio specific, but I'd think the damage difference between a practical starter combo at 150 undizzy to a hyper optimized 250 undizzy combo would be more than right now. I could be wrong on this point, I haven't tested it yet, it just makes sense in my head. I want to know this...
  9. Tomo009

    Skullgirls Beta Aug 5th Patch Discussion

    like I said, refer to previous line. Coutnerhits increasing undizzy (assuming the numbers there stay the same) would now be a huge deal, the burst bait/ air throw 50/50 sets up for chunky hyper optimised counterhit combos. Also getting to full undizzy in different ways would be a lot easier so...
  10. Tomo009

    Skullgirls Beta Aug 5th Patch Discussion

    Briefly coming out of my skullheart-hiding to say that I am 101% for the 150 undizzy idea. - Just shorter combos - Rapid resets more necessary - Counterhits should matter even more right - My favourite mixup that kinda defines the game for me, burst bait/air throw 50/50 should be stronger for...
  11. Tomo009

    Skullgirls Beta Aug 5th Patch Discussion

    Woah those Peacock buffs. Kinda curious about the Robo 5MP change, I'm not gonna complain, this is a pretty huge re-buff, +2 without opening myself up to PBGC. Makes the followup very confusing as an on block option now, but it is definitely much stronger like this.
  12. Tomo009

    Skullgirls Beta Aug 5th Patch Discussion

    I guess pretty much when it comes down to it my only real complaints with new robo come down to: - 5[MP] 0 on block, I understand +6 is kinda absurd, but +1-+3 would be nice, it is incredibly easy to PBGC anyway. 5MK I'm fine with at +0, hell make it negative if need be, you can still stagger...
  13. Tomo009

    Skullgirls Beta Aug 5th Patch Discussion

    Ok so I haven't been around for a long, long time obviously, but have been floating around again recently, especially with the new wave of beta changes. For the most part I've really been liking the changes in beta, though I don't understand the need to completely shake up Fukua, I also don't...
  14. Tomo009

    POKKEN

    I'm actually pretty interested in Garchomp. But I'm not interested because of the lack of actual offline multiplayer.
  15. Tomo009

    Guilty Gear Thread

    Ok so, if he does it as a rekka, it is always negative, quite negative. In fact if he does it as a rekka in any 3 of the following scenarios, you can throw him BEFORE he hits: 1) First Rekka hits too far out making it not a blockstring 2) He delays at all making it not a blockstring 3) You...
  16. Tomo009

    Under Night In-Birth

    Yuzu is considered ok in the current version but is for some reason being nerfed. Though they DID revert the silly silly stance change where they removed D pairing, so she's not completely destroyed as she was in that one loctest. Eltinum is considered high tier in the current version and is...
  17. Tomo009

    Guilty Gear Thread

    Wouldn't It's Late blow you up into 60-70% life gone? EDIT: Oh I think I misread, you meant instant block It's Late after blocking Under Pressure? Yeah I think that would leave you at 0 or +1?
  18. Tomo009

    Guilty Gear Thread

    First of all ash, don't push buttons after Dandy Step > Under Pressure, you are lucky it wasn't a better slayer cause that is meant to HURT. Also Friedslick was doing lots of Dandy Step > Crosswire heel on block and not RCing it, that's a free punish for you. Interestingly you are converting a...
  19. Tomo009

    Guilty Gear Thread

    On offense he doesn't, but from a neutral situation he does. I wouldn't say he lacks range, f.S and 5HS are pretty long, plus you have S fireball as a poke as well.
  20. Tomo009

    Guilty Gear Thread

    yeah Leo has ridiculous (ly easy to do) pressure but his neutral is kinda.... well he has to take big risks constantly. He can be difficult to deal with, but whenever he guesses wrong he puts himself in a bad situation. His damage isn't really high enough to make that work super well either, at...