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  1. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    Still have the sneaking suspicion this will be game breaking
  2. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    Any chance we could get Flew shot to come out if you hold the button for like 10 or 11 frames maybe? I could just be trash and am bad at releasing on time, but I can't tell you how many times I tossed my poison on accident. If not I'll deal with it. I just thought I was worth asking for
  3. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    Robo c.MP doesn't ruin burst baits Edit: Can't speak for Parasoul though
  4. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    I'm not sure about beta or held shadows, but on retail at point blank L shadow is like +0 and the other two are like +10 or more. If held shadows have different frame data let me know, but if they don't her keeping shadows while blocking means your pressure instantly stops and Hers instantly starts
  5. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    What are you crazy? After grueling neutral to even get in on her you want me to finally start pressure just to get my ankles clipped, Whacked on top of the head, or slammed on the ground after forcing her to block? In no way is that unfair *insert kappa*
  6. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    Good point
  7. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    This kinda happens with all characters during the hit stun from the Lv.1 and 3 versions of this super. Lenny gets pulled in, other characters remain stationary, my question now is; since Robo is moving more toward zoning/keep away can we get Lv.1 and 3 cat cannons to push away like Argus? Or is...
  8. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    In relation to this, on PSN it disconnects a lot. If found that one person will make it to character select and the other person will be left "Waiting For Join Confirmation" any way we could give an option to back out of the match and record a loss? No one really cares about their win/loss I...
  9. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    are characters supposed to be invulnerable after bursting beam? Edit: not shown here but pea can press anything she wants falling? Not sure if I just missed something years ago when this was discussed...
  10. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    Nah just want better normals up close
  11. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    Mike... Just give us +1 on s.MP hold and make s.LP->s.LP some kind of plus advantage and I'm happy. I don't disagree with your changes, best disagreeing with how far you went
  12. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    I'm all for her being worse up close. I don't mind reducing her block advantage, I admit s.LP->s.MP(hold) was kinda dumb if your opponent likes to press buttons, but from +6 to +0?? As stated previously it was already super vulnerable to PBGC because of the multi hit. Being able to poke more...
  13. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    You're right! These new normals along with the no overhead djc is kind of extreme I feel. Her offense went from scary, to good, to "why?" Although on retail I prefer zoning as Robo rather than rushing down, there are times where zoning just isn't an option and you have to rush down. For instance...
  14. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    Still a buff, however minor. Having easier access to a more damaging combo in any situation is a buff. Having easier consecutive parries over X amount of time is a buff. I don't know what you want Mike to do other than break the characters
  15. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    Although I hate absolutely HATE the pressure headless fortune can deliver, and hate the fact that her corner pressure is absolutely insane (Thanks PME) I still think she deserves fair damage when it comes to team ratio. A small reduction in damage taken depending on team ratios at least deserves...
  16. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    Real surprised lmao
  17. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    I think something he would be more inclined to do is reduce the sliding range of HKx3
  18. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    NOW the argument is valid.. Never even realized as i play Val and Robo so I'm almost never on the ground to begin with.. But yeah all of you guys are so right maybe projectile armor only...
  19. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    Not a Band Player, or a Pea player, but I am a Robo player... Band is pretty free to Robo specifically, snuffing Brass with H beam and any Giant Step attempts are quickly sniped out with j.M beam. Never lose my Robo to a Band unless she's snapped in and i don't block the incoming and following...
  20. BigEffinDud

    Skullgirls Beta Aug 5th Patch Discussion

    @Mike_Z Are you comfortable with the way the game is now? or are there more changes/balances in the works? just really curious as to how you feel about it