• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Search results

  1. Dime

    From scrub to not scrub in dunno when

    There are only frames in tekken. Thought you knew.
  2. Dime

    From scrub to not scrub in dunno when

    Dont matter. Yoma says spacing, yoma "means" execution... Its how he thinks. That tekken frame fighter background warps his ability to see spacial considerations over executional and reactive considerations.
  3. Dime

    From scrub to not scrub in dunno when

    Lol... You and cm... I've played the Cali players as well as swiftfoxdash, yourself and cm. one of the things I think personally holds you back is you thinking that "high level" is "high execution" it certainly isn't. Just because you don't see one hit hit confirms and lots of autoguard...
  4. Dime

    All IAD + Similar Overhead Move's Speeds

    Also @Skarmand Painwheels flight cancels get 5 frames quicker when canceling from m or h stinger. So 18 frame startup is her fastest overhead from the ground.
  5. Dime

    All IAD + Similar Overhead Move's Speeds

    Oh ok then. Yes it is 24 frames of startup not counting the first active.
  6. Dime

    All IAD + Similar Overhead Move's Speeds

    Is it? I need to check this out when I have time. All else being equal if my old times are correct then flight is 15 frame startup from the ground (10 frames if being canceled into from stinger, iirc) And jlk hits on the tenth frame. Which is 25 frames... To hit. Iirc this can be checked via...
  7. Dime

    All IAD + Similar Overhead Move's Speeds

    No, seriously, it should work the way it works in game on the frame data display. Having it be different here would be to confusing.
  8. Dime

    All IAD + Similar Overhead Move's Speeds

    Squiglys jlp Also painwheels overheads change frame data depending on if they were canceled into from a special move and what exactky that special move was. Regular flight into df jlk is 25 frames, and 1 frame faster if using jlp.
  9. Dime

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    Idk if that thinkng applies to sg. Most characters in sg are good at multiple roles, increasing the viability of not only many different teams, but also teamorders. As an example a team of BB/fukua/bella can be played in any order with at least 2 viable assist choices per character. Tiering...
  10. Dime

    Painwheel general discussion AKA GET OUT OF MY THREAD

    Oh ok, you were talking about the BB matchup specifically... I missed that by the wording. Personally I feel like when I'm playing pw against band, that it's even. Unfly is ok but gets you put into bad situations I feel. Whereas when I'm BB against people I feel like I have an advantage. Unfly...
  11. Dime

    Painwheel general discussion AKA GET OUT OF MY THREAD

    Haha, yeah I think most everyone uses BB in the wrong fashion :) I don't see his unsafety because I don't rely on his unsafe moves from neutral or advantaged positions. My BB generally is all: Air throw Ground throw L brass J.lk Cymbals Cr.lk starter.. All these from neutral. Sometimes I get...
  12. Dime

    Painwheel general discussion AKA GET OUT OF MY THREAD

    LOL @Spencer You think BB sucks? Haha, I wish. He only has 2 real problems, his hugeness and his inability to work well with any dp assists... If only he could use BE L assist... Lol. Anywho. If all you want is respect and forced spacing without worrying about confirmation... Then the answer...
  13. Dime

    Painwheel general discussion AKA GET OUT OF MY THREAD

    "forces respect" is kinda enigmatic. for dp options you have: filia DP parasoul DP BB DP fortune DP eliza DP bella DP doubles dp kinda doesn't count, and well, neither does elizas really. fortune is going to be your bets bet since you don't like band. but with fortune assist, you still...
  14. Dime

    Painwheel general discussion AKA GET OUT OF MY THREAD

    Triple post because no one posts here anymore :( Im now convinced that fukua might very well be painwheels second best assist character. Almost every special fukua has, can be used very well by pw either in resets or at neutral or with pws st.hp xx (fly+assist) 6j.mk safejump. M shadow gives...
  15. Dime

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    What assists was he using? One of the harder parts of BB play is coming up with good assists for him to use well since he doesnt seem to play nicely with dp assists.
  16. Dime

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    I can't think of a good anchor bad point character. BB would come closest, and his point abilities are nothing to scoff at. Double and bella are great point characters as are fukua and Eliza. Snapping in anchors seems best to get rid of an assist, or to deny the anchor (meter dump) combos.
  17. Dime

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    I dont think ive ever said anything of the sort if thats directed towards me :) The rest of what you said is interesting. I didnt know that the furrie trio had double so high now. I can see it, but i could see it for nearly any character with the right tech. The only thing im completely sold...
  18. Dime

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    Tier however you want. It's rather difficult to get people to agree on "what" to tier. Me personally I tier by by a points system: 1. On point ability 2. Strength of assists 3. Strength of normals and movement 4. Strength of Dhc game.
  19. Dime

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    For me it would be fortune. I play the Pw versus val matchup a lot and personally feel like it's a struggle. Val is just to fast for Pw to keep up with. I don't think the matchup is anywhere near unwinnable, it's just tough, feels like slightly more than 6-4 val to me. Taluda disagrees though...
  20. Dime

    Fukua's Original Combos

    I have yet to really experiment with fukua combos at all, which is why I mention it here, to get feedback. It seems highly unlikely that a 2 meter combo doesn't do a significant amount of damage to warrant being used over a 1 meter combo in certain situations... Having said that. It is totally...