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  1. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    Sorry if I'm missing something. What is wrong here?
  2. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    Clearly I know nothing about zoning XD I don't know, I play 90% rushdown Robo and everything I did in retail they still work in beta (previous build) in fact I get better setups in beta thanks to the changes, just with a lot less damage and needing to reset a couple more times sHP is still a...
  3. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    I play Robo and ironically, the thing I like the least about is the laser chipping. Why do people still have to take more than half the damage when they correctly block it? I'm sure Peacock is the zoner. Who's the two rushdown characters@@? Filia? Fortune? Not a fan of this categorization. You...
  4. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    I guess the message from this patch to Robo players is "Man, you should zone" @@ The Squigly change is very interesting: you can now call assist during the stance frames before the move comes out. It's like you can call assist during a special move now! This half granted my long time wish. I...
  5. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    I wouldn't mind if cHP arm has a couple of frames at the end where he cannot supercancel He still has Airwulf as another option that is kind of safe so I think it's fair. But seriously, if you get baited by {super arm after blocking cHP} more than three times, you're super unlucky. That bait is...
  6. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    Some Val counter stuff: Not sure if this is known or intended, but since getting poisoned when reflecting is fixed, I think I'll mention it. When you counter Countervenom with Acquisitive Prescription, you still get poisoned. Notice when you hit Val out of frozen, it's not a counter hit, either...
  7. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    So...when Fukua has a shadow set up then she got frozen by Valentine's counter super She can just release the shadow at anytime during frozen to ruin whatever Val's doing Is she supposed to be able to do that?
  8. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    I didn't make myself clear What I meant was: Say Beo's hype points range from 0 to 300. Every 100 points get him a level of hype. He gets one point for landing each hit and lose one point for getting each hit. If Beo had built up to 135 points of hype, then he got hit by a 65 hit combo, his hype...
  9. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    Really hyped to see Beowulf being reconsidered :) Some ideas: -Get hype for every hit (just a tiny bit) -Lose hype when getting hit (won't take away previously built hype, but would have to rebuild the next) -Gain less hype when slam into chair so that only taunt gives you a full hype. -Other...
  10. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    OK. Just ignore what I said if people prefer bigger hitbox :) I was doing sMP->Squigly cHP->head launch. The head would only hit some character like Filia and Beowulf. I can still make the combo by taking a step back to avoid head hitting :)
  11. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    I played some matches with Robo in beta. Don't really feel the damage nerf affecting anything and I still suck at zoning after those zoning buffs = = Anyways, one thing I really wish would happen is if Robo's head launching can have a smaller hitbox. I checked the hitbox out and it seems to...
  12. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    So...no more double jump fuzzy for Robo. Man, I was just practicing that, sad :( The Painwheel and parry changes look pretty cool, though. They deserve buffs.
  13. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    Yeah, I totally understand. Hell, I'm even ok with all projectile supers having no invul frames at all. It just bothered me that the scalpels showed up and just go right through. Now that I realized it's frame perfect, I'm going to be less salty when it happens. Thank you
  14. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    To elaborate on the Beowulf universal combo: I also can't make that combo on Big Band in the corner; mid-screen is fine, but can't do it in corner (A side note: That link works on Double now, but only at a very specific distance so that the chair combos but also hit late enough If you do OTG...
  15. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    Just thought of something I have been doing Beowulf raw tag-in right into double snap when I'm corner pressured. I feel this is very cheap. You can use it like a semi-invulnerable reversal AND it crosses up. Beowulf's snap hits pretty far so they don't even have to be very close to the corner...
  16. KTFS

    Skullgirls Beta Aug 5th Patch Discussion

    I am loving where this patch is going towards :) Do have some more questions and suggestions, though 1.For Valentine, sMK(1) -> sHP combos in normal circumstances, so does sLK -> sHP and sMP(1) -> sHP but if I freeze the opponent with syringe-less counter super, these links don't work...