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  1. View619

    SG Game Design Discussion

    Opponent whiffs preemptive jump-forward air grab. I react and go for the punish by attempting to hit before they land. They manage to block/do w.e. because they recovered in the air. My issue is the opponent recovering before hitting the ground. The only comparison I can think of in other games...
  2. View619

    SG Game Design Discussion

    It's not being able to cancel air-grabs, which you can't do now. It's being unable to whiff punish bad air grab attempts (i.e. guessing air-grab during neutral instead of reacting with it to grab an opponent out of the air). Personally, I think that should cost two air actions as opposed to one...
  3. View619

    SG Game Design Discussion

    So, there's the matter of whiffing air grabs and still being able to act afterwards if your character has multiple air options (whiff air grab, double jump/super/throw out normal). What was the reasoning behind this? I can deal with getting hit out of an air-to-air attempt when a character like...
  4. View619

    Fortune and teams?

    HP Napalm Shot doesn't look useful for anybody but Peacock, for Cannon Ball xx Teleport pressure. LP Shot is way better as a projectile for setting up an approach (on the screen longer, easier to follow). Fortune + LP Shot + Head Pressure is pretty strong.
  5. View619

    The dekillschool stream

    Maybe ft5 if you're trying to fit a lot of people in per session?
  6. View619

    Fortune and teams?

    Eh, I still like Hairball covering horizontal space, while moving the head along which means that you have three obstacles coming at you instead of just Cerecopter in the back throwing the head at you, so you only have to deal with the body and the head. As long as people provide valid reasons...
  7. View619

    Fortune and teams?

    Ok, I'll take a top 3 Fortune's info on great assists for moving the head over a random player's. Yeah, there's no one way to play a character, but there are optimal ways of doing it. Also, what works for one person at a lower level isn't really something I would consider when trying to get the...
  8. View619

    Fortune and teams?

    Play KhaosMuffins, then get back to me. It's not just about moving the head around the screen (long distance Cerecopter that isn't assist punishing is use-less, for example), it moves forwards which covers space, and is another obstacle that the opponent has to deal with.
  9. View619

    I Want to Play the Way Pros Play!

    Yeah, vs mode with an empty 2p controller was training mode. Also, learning new combo routes mid-match isn't that difficult, tbh. It may not be optimal, but it gives you ideas to build on later that you may not get from guides, videos or forum posts.
  10. View619

    I Want to Play the Way Pros Play!

    Skull Girls doesn't have pro players. I think it needed to be mentioned again. >_>
  11. View619

    Fortune and teams?

    Fortune with a lock-down assist that can move the head far is ideal, imo. Something like Hairball is good. Fortune is always better on point, head-off without another assist to worry about isn't very strong imo.
  12. View619

    Cerebella General

    You can just command grab push-block happy players and force them to do something other than block. Don't forget frame-traps with c.lk to bait push blocks and c.hk or Titan Knuckle to force the opponent to stay still if you do get pushed out. Also, nobody holds up-forward on defense unless your...
  13. View619

    Cerebella General

    st.hk xx immediate Run Stop gives better frame advantage (+ 2 for second hit, + 4 for the first hit iirc). Just use that instead. Edit: + 8 for first hit, + 3 for second.
  14. View619

    How do you win this game?

    Choose Filia Up-Do as an assist and call it often. Also, don't play in quick match. Join Beginner lobbies.
  15. View619

    SG Game Design Discussion

    So, MvC2\MvC3 round start for SG teams (RIP Peacock players)?
  16. View619

    SG Game Design Discussion

    Blame VSav for having an influence on 1v1 play.
  17. View619

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    How about we get off of Dime's case now? Compared to what he used to post on a more regularly basis, the length of his posts now is much better. I would have expected this joke to have died out a few months ago. =/ Hell, the only problem with the last post is the line spacing (anyway to fix...
  18. View619

    Guilty Gear Thread

    Random mechanics in fighting games that aren't specific to a character's play-style (Faust, Zappa) are always bad. =/ Also, I'm not liking the reasoning for the character selection (ease of use). Good thing +R still exists.
  19. View619

    Random Tidbits about Cerebella

    That's really good doing cancelling st.hp -> Run Stop as early as possible too, keeping you even on block.
  20. View619

    WHO YALL LIKE!? (THUR/10PM EST)

    Gotta love the SG community...