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  1. guitalex2007

    Skullgirls PC Beta Updates Discussion

    Hairball barely has hitstun so other than for resets that wouldn't do much.
  2. guitalex2007

    Skullgirls PC Beta Updates Discussion

    https://twitter.com/guitalex/status/549323598364966912
  3. guitalex2007

    Skullgirls PC Beta Updates Discussion

    An actual beta suggestion... Maybe the new super jumps could stay with the old vs game input, KK? Edit: contradicted myself lol but I didn't dislike the neutral with them, just the combo changes.
  4. guitalex2007

    Skullgirls PC Beta Updates Discussion

    Correction, IPS still applies, so it's simply for show. Sample Filia combo: normal combo, end in ground chain hdx ground chain hairball xx dp (1 hit) xx fenrir Doesn't really add much other than flair for costing an additional meter. Can't cancel dp into airball since it was already used...
  5. guitalex2007

    Skullgirls PC Beta Updates Discussion

    One thing I've always been curious about is what if Skullgirls had an HD mode. It would have to drain meter very fast though. For those unaware, HD mode is what KOF 2k2 and XIII have, where I inputting HD mode cancels recovery in combos (only) and puts you in a state where any specials cancel...
  6. guitalex2007

    Skullgirls PC Beta Updates Discussion

    That's Skullgirls Omega Edition.
  7. guitalex2007

    Skullgirls PC Beta Updates Discussion

    X-factor. Yeah no, the moment that happens I'm gone.
  8. guitalex2007

    Skullgirls PC Beta Updates Discussion

    ......... ......... .........yes it does!
  9. guitalex2007

    Skullgirls PC Beta Updates Discussion

    25% is not as bad as 55%. There are a lot LESS combos that break irreparably. The neutral makes it so the space isn't dominated by assists like Brass Knuckles so easily, but brings me some worry about Parasoul's already-not-so-good ranged game. Not that it matters, since she can Storm her way...
  10. guitalex2007

    Skullgirls PC Beta Updates Discussion

    The change today was so much better! Definitely feeling it now.
  11. guitalex2007

    Skullgirls PC Beta Updates Discussion

    I get the feeling this is a dekillmeme.
  12. guitalex2007

    Skullgirls PC Beta Updates Discussion

    People are doing a better job of dealing with assist calls?
  13. guitalex2007

    Skullgirls PC Beta Updates Discussion

    On my end, the neutral is something I could get used to, but losing pretty much every combo route is a pain.
  14. guitalex2007

    Skullgirls PC Beta Updates Discussion

    I must be the only person who likes doing s.MP xx Dive underneath incoming characters. Good luck blocking the one button left right mixup.
  15. guitalex2007

    Skullgirls PC Beta Updates Discussion

    OK I'll finally post my full, complete thoughts here. I don't actually see anything wrong with superjump as a neutral tool, or with combos being naturally shorter as a result. I think it's neat! But my actual problem with the whole thing is that years of training and matchup experience are...
  16. guitalex2007

    Skullgirls PC Beta Updates Discussion

    First time hearing about this, will test it when I get home. One vote for no, please.
  17. guitalex2007

    Squigly Daisy Pusher

    I hate that you can raw tag an obvious normal punish. Not sure how that could be fixed or if it even needs to be fixed. I'm ok with it otherwise.
  18. guitalex2007

    Skullgirls PC Beta Updates Discussion

    @Mike_Z is the only one who can say.
  19. guitalex2007

    Skullgirls PC Beta Updates Discussion

    Since j.MP hits when he lands, it should count as a grounded normal, but IPS counted it as a jump in.
  20. guitalex2007

    Skullgirls PC Beta Updates Discussion

    I think it's a noble request, but solos can get a LOT more out of a hit confirmed reversal. Well, that's what I think. Edit: Now, a KOF-style blow back attack using the snap animations I'd be OK with as long as they also can't be followed up and are used exclusively to make some space (do no...