• As part of the relaunch of Skullheart, ALL previous threads have been archived.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. Emuchu

    Eliza Combo Thread: Our Fair Lady of Slaughter

    I don't think anyone's mentioned Double-Take combos in this thread, yet: Double Take (M~H Upper Khat j.HP Air Dash j.HK) xn You can delay the j.HP for the uncombo, or you can just do the Air Dash j.HK a little slow. Or both! Technically, you get slightly better damage off of (M~H Upper Khat...
  2. Emuchu

    Eliza Combo Thread: Our Fair Lady of Slaughter

    This is totally true! I use her air Blockbuster for the Oki shenanigans. I enjoy @Tomo009's safe jump setup--it's weird forcing Skullgirls players to respect the wakeup game, but for "general use combos," I should stick with the Lady of Slaughter ender. I'll append that later, when I can test...
  3. Emuchu

    Eliza Combo Thread: Our Fair Lady of Slaughter

    Hey, guys. At the risk of regurgitating prior knowledge, here are the combos I'm using at the end of Day 2 for us on PSN. They're all edits of the same basic combo posted by @CaioLugon, applied to different starters, so you won't see much optimization here. But they're pretty easy and consistent...
  4. Emuchu

    Double general discussion!

    What is "the j.HP fast fall"? I'm pretty new with my Doubling.
  5. Emuchu

    Show Your Fightstick

    Tell me more, J-san! I've never heard of such a thing.
  6. Emuchu

    Show Your Fightstick

    What's that cutout for on the right side? Anyway, here's mine: So nice of Mike_Z to make the 360s easier on these things. One of these days, I'll get around to adding some art under the glass.
  7. Emuchu

    Theoretical character changes and their applications.

    He'd armor straight through full-screen Argus and Inferno Brigade.
  8. Emuchu

    Theoretical character changes and their applications.

    Every character needs a functional taunt.
  9. Emuchu

    Theoretical character changes and their applications.

    Oh yeah! I definitely remember fighting Knux a few times. I think I was running a purple Double/Cerebella that day. Or maybe a yellow/black Squigly/Big Band. Good games, dood. On topic: I wish Napalm Pillar was a bit faster. Or had a hitbox that extended a little more behind her. These days...
  10. Emuchu

    Theoretical character changes and their applications.

    It would have the added bonus of letting you choose to save your taunt for later, if you already netted the kill without it.
  11. Emuchu

    Theoretical character changes and their applications.

    L0 could probably just reuse the Outtake freeze and animations for the Dead Angle attacks. More theory-fighter: if solos deserve these, should teams get them, too? After all, Mike Z likes to keep things consistent.
  12. Emuchu

    Baby Got Boots: Parasoul Combo Thread

    I typed that combo from memory, and there were a couple of errors, namely: a) Use j.M Toss and not j.H Toss (the j.M Toss is ignited by c.MP), and b) I added an extra s.MK after the otg, so the green burst was set off one hit too early. I fixed in my post.
  13. Emuchu

    Theoretical character changes and their applications.

    In BlazBlue, Bang Shishigami can perform 8-way dashes in FRKZ mode or with nails mounted. It meant he could do things like dash directly at you for the overhead / crossover (a la Filia), jump, dash d+f and jab low, jump and dash d+b to bait stuff, or just run out the clock by dashing u+b or u+f...
  14. Emuchu

    Baby Got Boots: Parasoul Combo Thread

    A simple version of that IsaVulpes bait that I like to use is: c.LK c.MK s.HP~HP L Shot s.LP s.MP s.bHK Egret Call Dash-s.MK c.HP j.LP j.MK j.HP (otg) s.LK c.HP j.MP M Toss j.LP j.MP Dash-s.LP c.MP(2) s.HK H Toss I believe the full bait works on anyone Parasoul's weight or heavier, so...
  15. Emuchu

    Theoretical character changes and their applications.

    What would be the correct time? As far as I've experienced, Peacock can always react to Egret Dive with Argus, since Dive has recovery and doesn't absorb the laser, and reacting to Argus with Silent Scope usually gets me Bandwagon'd by Double. I'd actually be super-pleased if I've just been...
  16. Emuchu

    Theoretical character changes and their applications.

    It's nice for combos... like most of her movelist.
  17. Emuchu

    Report Kinuko Featured in the Game Career Guide 2014 Annual

    One of the reasons I'm so stoked for Guilty Gear Xrd is that they're implementing these 2D animation techniques to 3D models. The snappiness behind these techniques are just lovely! In the SFIV era, I was worried that the industry as a whole was moving to bury 2D for good, so I'm grateful that...
  18. Emuchu

    Why do you love Skullgirls so much?

    Because I can do combos online.
  19. Emuchu

    Theoretical character changes and their applications.

    I'd like it if Parasoul's Egret Dive actually helped her with the Peacock and Fukua matchups. I remember Mike Z suggesting at one point that the Egret could maybe toss a grenade or something to force the opponent to block for a moment. As it is, Egret Dive usually just gets me reaction-Argus'd...
  20. Emuchu

    Upstaged! OFFICIAL NEW Squigly 240 Undizzy Combo Thread

    @zeknife, does this also work as a general double-snap?