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  1. ukyo_rulz

    SG Game Design Discussion

    I'm no SamSho player, but according to the experts in the article this did not happen. Instead, spacing and range awareness became emphasized. Personally I like having everything be negative on block. Just from an aesthetic standpoint I think you should be rewarded when you score a hit and when...
  2. ukyo_rulz

    Personal Analysis of Solo, Duo and Trio

    This likewise mimics the evolution of double-snaps in MVC2. You did them when you got the opportunity, usually when the opponent's assist is left behind when you kill him or when you hit two characters with Storm's assist. Now Storm and Mags base large amounts of their pressure on putting the...
  3. ukyo_rulz

    Personal Analysis of Solo, Duo and Trio

    The defender is free to never call assists if he wants to not be vulnerable to double-snap, but then you effectively have no assists at all. Ergo I can effectively insta-kill your assists just by pushing you into the corner. If you actually call your assists, then I can literally insta-kill...
  4. ukyo_rulz

    SG Game Design Discussion

    I was reading about SamShoVSP here: http://shoryuken.com/2014/02/25/deep-cuts-why-samurai-shodown-v-special-is-the-best-fighting-game-youve-never-played/ I like this. I like this A LOT.
  5. ukyo_rulz

    Personal Analysis of Solo, Duo and Trio

    They weren't very common in the infancy of MVC2 either. Same for TAC infinites and other one-touch kills in UMVC3. Now it's all about the insta-kills for both those games. SG may never get to that point because the community is so small, but I believe that if it had as big a community as UMVC3...
  6. ukyo_rulz

    Personal Analysis of Solo, Duo and Trio

    The game is still relatively young, but with regular combos being shortened in this latest iteration I think that the end-game will revolve mostly around double-snap instant kills. With that in mind I think that in the endgame trio > solo > duo. Solos are immune to double-snaps, but they also...
  7. ukyo_rulz

    Mashing Supers

    This is a result of the way the game's incentives lined up from the beginning: 1. You could kill in one hit, but it would take a lot of time to get proficient enough with your combos to do it consistently 2. You could work on your fundamentals with the help of a friend, but you would have less...
  8. ukyo_rulz

    Mashing Supers

    I think that the term "mashing" is being thrown around a lot simply to denigrate players who are doing something fundamentally valid. At the end of the day "mashing" is really just an option select. If you continue the combo I get hit and no harm is done. If you try to reset I get a reversal...
  9. ukyo_rulz

    The Intellectual Property Thread

    Failed scientist gets patent for fraudulent work: http://www.nytimes.com/2014/02/15/science/disgraced-scientist-granted-us-patent-for-work-found-to-be-fraudulent.html?_r=1
  10. ukyo_rulz

    Upstaged! OFFICIAL NEW Squigly 240 Undizzy Combo Thread

    Thanks for the combo! Also, I was at the Japan amusement expo earlier and I saw that SG was being featured. Looks like things are coming along fine on this side of the world. I actually was not sure if that was still happening, what with all the setbacks the game has been going through.
  11. ukyo_rulz

    Upstaged! OFFICIAL NEW Squigly 240 Undizzy Combo Thread

    Yo I am trying to get into SG again on console. Can you guys spoon-feed me a practical, universal BnB that preferably doesn't use otg?
  12. ukyo_rulz

    Filia Encore Combos

    Hey guys, I am trying this out after a long hiatus. Is there any universal BnB combo I can quickly learn to get myself out of training mode and into matches ASAP?
  13. ukyo_rulz

    The Intellectual Property Thread

    Hello there. I am ukyo_rulz, and I am fascinated by the concept of Intellectual Property. You may know this from that time I posted in the piracy thread: http://skullgirls.com/forums/index.php?threads/pirates-i-am-disappoint.421/ I will be using this thread to dump links to interesting articles...
  14. ukyo_rulz

    Make your character broken with the least significant change(s) possible.

    Valentine: EKG Flatliner leaves opponents on the same side. Filia: HP Ringlet Spike tracks.
  15. ukyo_rulz

    My two cents on Marie, the final boss.

    It's not you. Marie is legitimately a chore to play against. Not really "challenging". Just "frustrating". There are several ways to easily win against her, but they are incredibly boring (protip: damage her without causing her to transform and then avoid skulls until time runs out). I can beat...
  16. ukyo_rulz

    Possible new IPS

    For the record, the things that I value in a combo system are elegance, simplicity and consistency in that order. I am generally against everything that increases the combo system's complexity but tracking enders is significantly more elegant than having arbitrary restrictions to the number of...
  17. ukyo_rulz

    Possible new IPS

    The whole point of the discussion was that giving her back unlimited dash cancels is no longer a significant buff because undizzy would keep the dash cancels in check. I support this not only because I agree with the core premise (undizzy will keep dash cancels in check) but also because it...
  18. ukyo_rulz

    Possible new IPS

    Then remove the dash cancels altogether. I am also fine with this. Maybe everyone else has been powered down enough that old Filia is playable. It often feels like by the time the Squiggly patch gets released to consoles it'll have an LCD monitor bolted on somewhere. "Yo dawg, I heard you like...
  19. ukyo_rulz

    Possible new IPS

    I agree with this. Putting undizzy on top of IPS makes the game look clunky to me, but having arbitrary limitations to specific characters on top of undizzy is positively revolting. I'd prefer Filia lose the dash cancels altogether, or get infinite dash cancels back. Literally any kind of design...