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  1. Emuchu

    Somewhat of a Pipe Dream (Custom HitBox Question Thread)

    Make sure your Tupperware is reasonably strong and thick. Sanwa snap-in push buttons have certain thicknesses that work best, which you should look into (maybe yank the buttons out of a friend's fight stick to see how the buttons look). If the snap-in buttons won't fit, you'll have to use...
  2. Emuchu

    Somewhat of a Pipe Dream (Custom HitBox Question Thread)

    The official Hitbox uses 24mm for everything except the Up button.
  3. Emuchu

    The Big Bando Husbando Combo Threadando

    I think there's an "oops!" combo you can do if you realize you're doing jHK too close to the corner. It was something like stuff into jHK xx Timpani, push them into the corner, then land on them with jLK or jMK. I can't for the life of me remember if it requires a taunt or not
  4. Emuchu

    The Big Bando Husbando Combo Threadando

    I'm away from my PS3 at the moment, but off-hand you could start with 2LK 2MK 5HP H Extend and go right into 5LP 5MK into air stuff. If you have a taunt available, I like to use 2LK 2MK 5HP ^ jLP jMP jHP xx Timpani, jMK v 2MK 5HP H Extend into stuff. Or I suppose someone who's actually good...
  5. Emuchu

    Somewhat of a Pipe Dream (Custom HitBox Question Thread)

    I built myself a custom HitBox-style box not too long ago. With the correct parts, you don't need any soldering at all. Nada. Soldering is important for some of the specialty boards, like LED boards, or if you're going to hack an old controller. Before I bought a PS360+ custom board, I was...
  6. Emuchu

    Cerebella Cerecopter into Dynamo on characters in the air.

    Even with the first-frame change, Diamond Dynamo manages to connect behind Bella for me, although they usually fall out of the last hit. Mike Z mentioned that the frame 1 change was supposed to make it blockable post-flash at longer distances without affecting the way it combos.
  7. Emuchu

    Cerebella Cerecopter into Dynamo on characters in the air.

    This is actually a bit of a nuisance for me with one of Bella's corner combo enders. Anything that ends in xx Dynamo, c.LP/LK (delay) c.MK (delay) f.HP Cerecopter xx Dynamo has a good chance of sending Bella the wrong way if I connect with the part of Cerecopter that pulls Bella into her opponent.
  8. Emuchu

    The Big Bando Husbando Combo Threadando

    At the moment, I'm using: [Sound Stun Starter] 2MK 5HP j.MP j.HP j.HK (otg) 2LK 5MK j.LP j.LK(3) j.MK 2LP 2MK 5HK H A-Train xx SSJ [Sound Stun Starter] can be L Beat Extend or any Giant Step. Probably not optimal, I can already imagine adding another air loop or... something.
  9. Emuchu

    Eliza Combo Thread: Our Fair Lady of Slaughter

    Ah, so what do you guys do for when 214HP sends them over your head?
  10. Emuchu

    Eliza Combo Thread: Our Fair Lady of Slaughter

    What I do in those situations is skip M Khat and go straight into H Khat. M Khat adds some distance that you can't afford at max range. It helps a little. Of course, you can't always go right into H Khat because it whiffs up close after s.HP~HP.
  11. Emuchu

    Team Synergy Discussion

    This has to be the classiest disclaimer I've seen yet.
  12. Emuchu

    Eliza General Discussion

    Eliza has big, dominating normals and pretty good air mobility, but her buttons are slow and it's hard to get your opponent to block her stuff and start the pressure game. With Eliza / Fukua, I would send out M Shadow or H Drill assist to force a block, and then approach with AD j.LK j.MP if...
  13. Emuchu

    Eliza Combo Thread: Our Fair Lady of Slaughter

    I don't know... it's not like you can combo into Anubis, and it seems dangerous to me for Eliza to assume a close-ranged Anubis will land and go for a taunt. Eliza's opponent will just jump Anubis on reaction and swat Eliza in the face.
  14. Emuchu

    diario de dMags

    No problem, @dMags. What's your team composition? I might have more specific tech.
  15. Emuchu

    diario de dMags

    Everyone feels free to Fukua, especially starting out. She's weird to fight in that she has an effective range of half the screen away and over your head. Many players don't even know what tools their characters have to play in that range, and she has a lot of lazy buttons to press that punish...
  16. Emuchu

    Eliza General Discussion

    @alexpi: I haven't tried running Parasoul and Eliza together, yet. Could you elaborate on these cool Throne gimmicks? I can imagine using Throne for zoning, as a string ender, and maybe as a confirm into Egret Charge? That's all theory fighting, though.
  17. Emuchu

    Eliza General Discussion

    I've been running Eliza on PSN Ranked for a while, with good results. Here's what I think: I would put Eliza on point. Her incoming is kind of weak, although not as limited as Parasoul's, and her non-assisted neutral mostly involves jumping around with j.MK and throwing around bodyguards with...
  18. Emuchu

    Theoretical character changes and their applications.

    SkullGeorge? Battle for the Bombheart? Bonus character: George XIII from Blazblue.
  19. Emuchu

    OK, I'll try a diary too.

    Cool. I'm most often around Sunday-Wednesday. It's either this or Diablo III with my roomies. EDIT: So I just finished some online trolling where I only used Eliza j.LK/j.MK and Squigly j.LK for a whole match, and... I actually think this might be a fun training exercise to try with someone...
  20. Emuchu

    OK, I'll try a diary too.

    - You can't record replays, yet. Raika tells me that's coming in the next update. - For the Double car, pay attention to her as she disappears. See that puff of smoke? That tells you which way the car's going. - For Double's tag, just block it the way it came from. It got changed in the Eliza...