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  1. Emuchu

    Squigly General: Art of the Daisy Pusher

    I actually meant my post in support of 2HP over 6HP (what I meant by "1 or 2 setups,") but I suppose that didn't come through very well.
  2. Emuchu

    Squigly General: Art of the Daisy Pusher

    I run Squigly on anchor. c.HP assist is really good for Parasoul, because of her standing overheads, and Bella, because of her command grabs. People tend to react to the sight of the assist jumping in, so you can punish their preemptive defense. Besides that, though, c.HP is valuable for its...
  3. Emuchu

    One Big Night! One Big Show! One Big Man! One Big Band! General Discussion

    Oh yeah, I do this all the time with Drag 'n Bite. You can jump and hit assist + j.HK, and tech forward through a blocking opponent. Depending on how deep you perform the j.HK and whether you delay the forward tech, you may or may not cross them up, which is pretty confusing. You can do this...
  4. Emuchu

    One Big Night! One Big Show! One Big Man! One Big Band! General Discussion

    I can agree with this. Big Band's character design focuses on patience and punishes, but his ability to poke in the neutral game is a bit limited / risky. He benefits a lot more from neutral zone assists like Napalm Shot / Drag 'n Bite / Lock 'n Load than he does from lockdown / mixup assists...
  5. Emuchu

    SF4-style unblockable?

    Hey, at least we got a Mike_Z Detailed Full Length Correction out of my brain fart.
  6. Emuchu

    SF4-style unblockable?

    Augh, my brain. I'mma stop talking now.
  7. Emuchu

    SF4-style unblockable?

    Even when there's a visual frame skip, the game engine is still rendering every frame. Mike Z mentioned this when he proposed that slight game speed increase in SDE.
  8. Emuchu

    SF4-style unblockable?

    It was Super Street Fighter II Turbo that everyone knew for eating inputs. It accomplished its 'Turbo' moniker by using a destructive frame skip that completely ignored buttons, so there was always a chance that the frame skip would eat your first frame reversal SRK.
  9. Emuchu

    Squigly General: Art of the Daisy Pusher

    Squigly doesn't really want to anti-air jumpers from the ground. Against Filia's instant air dash, s.MP is a good option. For jumpers, I wouldn't recommend normals, but you can use a pre-emptive Liver Mortis or Draugen Punch, cancelled into MH Battle Opera. Center Stage Seria xx MH Battle Opera...
  10. Emuchu

    diario de dMags

    I meant to separate out the sections, but I'm puzzled at the additional quotes added to the section headings. And it's totally fine to ask about fine mechanical interactions. Sometimes features change, and some of the more nuanced stuff isn't very well documented.
  11. Emuchu

    diario de dMags

    + You can combo someone who doesn't tech off of a blue bounce. Parasoul often nets a free combo off of a raw j.HP if her opponent isn't paying attention. + A sliding knockdown counts as your OTG (pink bounce). It's untechable, and doesn't reset undizzy unless the slide ends. A blue-bounce slide...
  12. Emuchu

    The Big Bando Husbando Combo Threadando

    There's a substantial delay between j.LK(3) and j.MK. Just keep increasing the delay until you find the point where you can link s.MK.
  13. Emuchu

    One Big Night! One Big Show! One Big Man! One Big Band! General Discussion

    L A-Train has a 23-frame startup and no invulnerability frames or super armor. There's nothing about the move you could use as a reversal, and your follow ups are limited to a throw-scaled SSJ, as far as I know. L A-Train has its uses, but... Not many.
  14. Emuchu

    One Big Night! One Big Show! One Big Man! One Big Band! General Discussion

    Does this have any advantages over the usual c.MK s.HP loop, which also works midscreen?
  15. Emuchu

    THE DEFINITIVE BEAT EXTEND AS ASSIST THREAD!!!!

    I don't think the one vulnerable frame of L Beat Extend is much of a difference as far as assists are concerned. I think all assists have a 2f (I think?) universal vulnerability period before they start, so what you're really looking at is: L Beat Extend: 3f vulnerable, fastest startup, Biggest...
  16. Emuchu

    Team Popularity Database

    Parasoul (Napalm Pillar) | Cerebella (Diamond Drop) | Squigly (c.HP) Squigly (c.HP) | Big Band (L Beat Extend) I know, not enough Double Butt and Updo.
  17. Emuchu

    Why do you love Skullgirls so much?

    This is a little embarrassing, but... I got into Skullgirls because I heard that the guy who made the "Real Soviet Damage" Tager tutorial video on the first edition BlazBlue: Calamity Trigger Bonus DVD was working on a fighting game. Mike Z. likes to grapple, and I like to grapple, so maybe...
  18. Emuchu

    Negative Undizzy Indication?

    I kind of like the sound of this. I have to admit, the bright red counter flash actually doesn't stand out to me all that much, so I don't notice my counter-hit starters until I notice the Drama meter isn't filling up properly.
  19. Emuchu

    Undizzy issue maybe?

    You're misunderstanding the IPS (the system that tracks attacks to prevent infinites, i.e. Infinite Prevention System), which is separate from Drama (the green combo-ending bar). Once you hit Stage 3, IPS is tracking every button you use, not just combo starters. So your j.MP was already logged...
  20. Emuchu

    Upstaged! OFFICIAL NEW Squigly 240 Undizzy Combo Thread

    Any of what? Like, all of the combos in this thread? This is already the new thread for post-240 Undizzy changes. Her combos haven't changed since then.