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  1. 123stw

    SG Game Design Discussion

    So basically Bella and Parasoul always lose out?
  2. 123stw

    SG Game Design Discussion

    Don't like pre-round movement. Round should just start when it starts, and not give even more advantages to rushdown characters with good mobility. Except you should move forward with peacock anyway to deliberately trigger personal space bleach. I mean, why would you move back when you know...
  3. 123stw

    Poll: Are the Beta changes ready for prime-time?

    I was replying to a guy who claims that the counter hit mechanics will affect the defensive side as much as the offensive side equally, which it clearly doesn't. It is clearly to help the attacker who can now use their old combo if their jump in heavy end up being a counter. If Mike Z claims...
  4. 123stw

    Poll: Are the Beta changes ready for prime-time?

    And just how many hard attack anti air from the ground results in a full 340 combo? Bella's c.HP maybe? I can't think of anything else. By contrast I seen plenty of valentine/parasoul/fillia/double spamming their jump hard attacks and capitalizing the full 340 off a successful jump in is...
  5. 123stw

    Poll: Are the Beta changes ready for prime-time?

    The question isn't "who's fault it is". You can make the game like dive kick and everything OHKO and it will still be the player's fault for getting hit. In Skullgirl, jump in is good enough as is, it does not need an extra mechanic to help the characters who specifically jump in with heavy...
  6. 123stw

    Poll: Are the Beta changes ready for prime-time?

    Except it doesn't actually do that. When you jump in with a HP and land a counter it wasn't because you are expecting them to fail at their AA. Any combo that starts from the ground will probably be from a light attack, which barely matters for the undizzy meter. Even an air to air counter...
  7. 123stw

    The One man Orchestra Pit (Beta thoughts and suggestions)

    I feel like his combos are way too long. As of now his combos seems even longer than Valentine's or Squigly's. Maybe we can make his normal deal more damage but also fills up the undizzy meter faster? So he can be the big guy that deals good damage without so many hits?
  8. 123stw

    Poll: Are the Beta changes ready for prime-time?

    Back on topic maybe? I like the new Undizzy. It gets the job done without actually lowering damage by that much. Now the cutscenes are only 2/3 as long. 2 full combo still kills so the gameplay probably won't change much, besides maybe more burst baiting. The 150% on the counter hit I don't...
  9. 123stw

    Upstaged! OFFICIAL NEW Squigly 240 Undizzy Combo Thread

    6400 - 6800 damage combo. 1 meter, no stance charge. c.LK> c.MK> s.HPx2> The Silver Cord > s.MP> s.HK > Jump j.MK (2 hits)> j.HP> Jump> j.LP> j.HK xx HK Dive Kick otg> c.MK (or c.LP)> s.HPx2> Drag 'n' Bite> LK MK Squigly Battle Opera dash in c.LK> c.MK> Combo Ender Squigly combo can end in...
  10. 123stw

    Poll: Are the Beta changes ready for prime-time?

    Maybe this might sound stupid, but I think assist is imbalance because a few of them are flat out better than everyone else. It's not really a problem for me since I like Parasoul anyway, but what if you just don't like using Parasoul, Fillia, or Double?