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  1. Dime

    Robo Fortune Discussion

    Her best air to airs seem to all be superjump variants: Air to airing against people that aren't superjumping is mostly about controlling that 3rd square up on the training mode grid. Unfortunately most of robos air to airs don't hit theere or they do but they lack range or speed making them...
  2. Dime

    Painwheel general discussion AKA GET OUT OF MY THREAD

    Holy crap more option selects: Up back plus tag: If the opponent did a low you will get rooted to the ground and tag. If they do a throw you will jump backwards and do.... Get this.... NOTHING. And I have to check it right now... But with an input of tag plus assist, if you jump back and...
  3. Dime

    Painwheel general discussion AKA GET OUT OF MY THREAD

    Naw sg input priority is lightest to hardest... At least it is with pw concerning chains. Streetfighter priority is hardest to lightest though. It's really easy to verify. Just go to training mode and do st.lp then hit mp and HP at the same time for the chain... The mp will always come out...
  4. Dime

    Painwheel general discussion AKA GET OUT OF MY THREAD

    St.mp armor option select: St.mp then on contact with the opponent press up and HP+MP. The effect is that if the armor attack hits then input priority and stuff will make a jump j.mp come out and combo the opponent and allow a full conversion. But if the st.mp is blocked then only a st.hp...
  5. Dime

    General Bug Report Thread

    Ps4 Since my sticks don't seem to work on here I was using pad. I tried doing super jumps via down on pad and then up on thumb stick and vice versa... And this causes the game to glitch out and teleport the super jumping character. May also be an issue on other platforms. Doesn't seem like a...
  6. Dime

    Mr Peck's Comical Character Crisis

    Yes it's hard. That's why I haven't gotten to it that easy myself. But there are certain things to consider: Not every character has a block cancelable dash. Some characters have runs and those iirc can't block cancel. When a character gets hit by a beam they get knocked backwards, when they...
  7. Dime

    Controller/Stick General Questions and Discussion

    I don't know where else to put this and I've been searching these forums for half an hour: I just got ps4 2nd encore and I'm trying to use my ps3 fighting edge (hori sako light up stick) and it doesn't work (though it does light up... Wooo) so then I tried to use my joystick and button modded...
  8. Dime

    Mr Peck's Comical Character Crisis

    Getting heads out is a real pain at neutral. Now most of the next stuff is theory fighter so take it with a huge grain of salt: The way I see heads is like: Summon them like so: 1. At the end of your combo... You get 2 heads for a st.hk wall splat combo. 2. As a mixup, st.hk xx head xx...
  9. Dime

    Dime_x's SG Journal

    It's not that I don't use it, it's just that I don't use it as a first confirm in general. I can't confirm cr.lk 1 hit so it may as well not have that purpose for me. Basically I saw how sonic fox was confirming with robo and I tried it out and it is much better in general. The same way vals and...
  10. Dime

    Street Fighter V

    I don't know how much that helps unfortunately. I don't want to be preordering the U.S. Version of the game :(
  11. Dime

    Street Fighter V

    Is this not available for Australia people? I can't seem to order it from psn at all. And it says "worldwide beta" so I assumed that meant au as well... I've searched all over the Internet and nothing brings me to a preordering page.
  12. Dime

    Mr Peck's Comical Character Crisis

    Hmm... It's kinda hard to understand what you want peck :( There are 4 heavy projectile users in the game, and around 3 more with ok projectiles that aren't necessarily spammed that much. I'm still not understanding why you don't like robo. She's stellar with peacock if you use H beam. You...
  13. Dime

    Street Fighter V

    YES YES YES!!!!!!!! My body... It's ready!!!!!!!!!!
  14. Dime

    Painwheel general discussion AKA GET OUT OF MY THREAD

    New pw tactic at neutral I've been having some success with: Against people with good blocking that don't jump a lot or are predictably grounded, with pw at max flight height or near there: Instead of 6 jmp or 9 jmp... do 3 jmp. It looks like jmp startup, but wiffs, then pw can land into...
  15. Dime

    Dime_x's SG Journal

    So quick update, I may actually have a functional robo now. I've finally got a universal combo and now have a much better handle on her offensive neutral. Her defensive neutral is still a big question mark though. It seems that it only really gets as deep as beaming the opponent where I think...
  16. Dime

    Dime_x's SG Journal

    Yeah dude I've tried it out. It was the team I was trying to make work before this one. Unfortunately I found the assist lacking in certain areas for me: Slow startup so it can be reactively adjusted to sometimes. Extremely long cooldown. Makes beo chairless on incoming. And by far the worst...
  17. Dime

    Dime_x's SG Journal

    Well, my interest in the game is rekindled. I don't know why, maybe it's because the last doom post in here made me upset, or maybe it's because of 2 recent beatings at the hand of CM (he beat me 20-2 both times) the first set I blamed on my pw inability to convert off of the assists that I had...
  18. Dime

    I'm McPeanuts I made a thread

    Block the j.lp then pushblock him back out, BE should be near to cooled down by then as well. Other ideas: Have an item on hold. Double jump over him. If your spacing is correct then your jhp will clean out his jlp easily since peacocks jhp is almost completely disjointed... Bonus points since...
  19. Dime

    General Gameplay Discussion

    There are 6 bb users in OCEANIC out of around 8 players: Me, cm, dean, shuff, yoma, mao Only tomo and newt dont use him on their main teams. I dont know what tomo is on about but, this is the land of band, extended beat version. Also @Dreamepitaph There is current vid of cm up, destroying...
  20. Dime

    General Gameplay Discussion

    Band basically gives all of us a huge hitbox thatstops all aggression and gives us dead easy confirms and gives lots of lockout when called as a counter assist since he soundstuns. He also gives us a hugely damaging dhc qnd hugely damaging meter dump combos off of super easy and safe confirms...