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  1. havick9

    Skullgirls Beta Aug 5th Patch Discussion

    asdlfjsdlfkj oops should be good now Edit:
  2. havick9

    Skullgirls Beta Aug 5th Patch Discussion

    alright time for some new robo stuff here's a cool new combo robo can do now but it's inconsistent sometimes the missile causes bursts and sometimes it just misses also you can do some corner crossunder stuff with the saw's vacuum now only works on squigly, fortune, cerebella, filia...
  3. havick9

    Skullgirls Beta Aug 5th Patch Discussion

    give big band a hurricane kick edit: what if big band's jMK had some projectile invincibility or whatever just the clarinet part
  4. havick9

    USA Skullgirls Community Tour? (Discussion)

    there, now the posts combo
  5. havick9

    Eliza Combo Thread: Our Fair Lady of Slaughter

    here Scott and everyone else this is a good double snap I think you don't have to do the Hdp super jump cancel Hdp after the sHKx2 a Mdpx2 will work this is universal just the timing is different for the jHK for the heaviest guys, airdashing makes it easier for these double snaps, you need...
  6. havick9

    Skullgirls Beta Aug 5th Patch Discussion

    Is this in the patch notes? I found this because I'm bad.
  7. havick9

    Eliza Setups and Tech Thread!

    many of you probably already know about this normal canceling thing Edit: here's a good use of sHK kara Lspiral I think and here's a good use of sHP kara
  8. havick9

    Big Band Tech Thread: Small/Big Tips & Strategy YOU Notice?

    You can do it fast enough where it's sort of like karathrowing in other games!
  9. havick9

    Beowulf Tech Thread

    I thought this was pretty neat
  10. havick9

    Beowulf Combos

    Edit: okay, this might be useful I think
  11. havick9

    Indivisible: Lab Zero's Action-RPG! (General Discussion)

    little defense stuff in the video -blocking aoe attacks gives a buttload of meter -Razmi taking less damage from belu rolls because of her position in the party formation -tapping all block doesn't fully work against every belu attack
  12. havick9

    Indivisible: Lab Zero's Action-RPG! (General Discussion)

    cool combo thing that also shows some little neat defense stuff
  13. havick9

    Indivisible: Lab Zero's Action-RPG! (General Discussion)

    Yeah, party formations might be a thing that you can do before battles. Like I'd make my party make a line like how classic FFs do so the secret boss can only flamethrower one character at a time. Finding these little things to help fights be easier is fun.
  14. havick9

    Indivisible: Lab Zero's Action-RPG! (General Discussion)

    If melee enemies were further away they'd have to walk farther than usual to hit you which means you have more time to react. Ex. Secret boss vs Ajna/Razmi I bet Razmi likes to boast about all the secret boss swipes and bites she has blocked compared to Ajna to Ajna. It could be 12:5x or...
  15. havick9

    Indivisible: Lab Zero's Action-RPG! (General Discussion)

    If you feel like combos are too easy or not useful, try killing groups in the least amount of time and turns like in this video
  16. havick9

    Indivisible: Lab Zero's Action-RPG! (General Discussion)

    you'll cowards don't even speedrun
  17. havick9

    Indivisible PROTOTYPE Speedrunning & Secrets Discussion

    this makes me think there's a way to turn on debug controls on all the prototypes maybe it's the reason a bunch of new enemies pop up everywhere after you kill the boss