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  1. iPlaySkullgirls

    Skullgirls PC Beta Updates Discussion

    I don't think it's meant to be meta. You're giving up one of the best assist in the game for an assist that is usable once (MAYBE twice) in a match. As far as I can tell, it's not something that's actually meant to be picked in a serious environment. It's just a neat little thing that got added...
  2. iPlaySkullgirls

    What's in a Name?? History Behind YOUR Name!

    You'll never guess :^)
  3. iPlaySkullgirls

    Robo Fortune Discussion

    I think it's really good for some characters (Peacock), and usable for most characters that approach just above that height (Fortune, Filia). I do quite like how even when they aren't actually hit by it it still limits there movement options. It's not a "doesnt matter whos on point" type of...
  4. iPlaySkullgirls

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    Somebody rated Cerebella as #1 0_o She's a strong character definitely, but I really don't think she is the best. Now that we've had Beowulf out for a decent amount of time, I think I really underrated him. If I were to put rate him now, he'd probably be top 5. Solid tools and very oppressive...
  5. iPlaySkullgirls

    Skullgirls PC Beta Updates Discussion

    It's not even that I feel like Fortune is getting picked on per se. It's just that the c.lk is probably the most important normal in her neutral (along with j.lk, j.hp, and s.hp). I don't want Cerebella's c.lk to get nerfed either, because I do think it fits very well into her playstyle (good...
  6. iPlaySkullgirls

    Skullgirls PC Beta Updates Discussion

    c.lk c.mp s.hp kanchou connects vs robo fortune and filia at max range (didn't bother checking vs others) The only way to convert off of max range c.lk s.hp is to do rekka (on basically every character that isn't Big Band) which lowers the damage of your combo. Where as Cerebella gets max...
  7. iPlaySkullgirls

    Skullgirls PC Beta Updates Discussion

    Cerebella's is on par both range and frame wise. Now that Cerebella's is the best c.lk is that getting nerfed? There's always gonna be a "best" c.lk and nerfing Fortune's because it is *arguably* the best just seems dumb, especially considering it's so important to her ground game.
  8. iPlaySkullgirls

    Skullgirls PC Beta Updates Discussion

    Trying not to be salty that Squigly got reverted but Fortune c.lk didn't :^l
  9. iPlaySkullgirls

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    People are saying Peacock will go down in tiers once people learn to fight her, but I honestly don't think she'll ever drop out of top 4. She's just so safe and has just about every tool you could ask for. As far as Robo goes, I think she's probably top 5. She's kind of like Cerebella in that...
  10. iPlaySkullgirls

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    I agree with most of this post, but I think having an all around+specialized is assist is better than you're giving it credit for. So long as you're not running pillar+updo, or LnL+h brass, I don't really see the "diminishing returns" argument. Say you do have LnL and updo as an assist. They are...
  11. iPlaySkullgirls

    Robo Fortune Discussion

    I can't help but feel that'd be a bit too strong, atleast if I'm understanding what you're saying. S.hk kamikaze would be so good I imagine
  12. iPlaySkullgirls

    Skullgirls PC Beta Updates Discussion

    Yeah, I don't know how I feel about this Fortune nerf... The startup and damage nerfs I'm fine with, but making it even on block just seems a bit too harsh, especially considering it's her only low outside of sweep? I feel like it's probably her most important normal in neutral, and it's getting...
  13. iPlaySkullgirls

    Robo Fortune Discussion

    I feel the same really. It seems kind of counter intuitive. Faster dashes seem suited to getting in, but knockdown on beams+faster head charge is obviously more catered to zoning. The quicker dash speeds are neat, but really not game changing, and the knockdown on beams is hardly noticeable. You...
  14. iPlaySkullgirls

    Robo Fortune Discussion

    I'm having a hard time getting the hard knockdown off of magnet super now... Any tips?
  15. iPlaySkullgirls

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    That implies you've hit her, in which case she's probably already screwed.
  16. iPlaySkullgirls

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    That is REALLY close to mine, except I have Val above Peacock and Eliza and Parasoul at the front of A tier. I really can't think of any character better than Valentine under optimal circumstances. She has by far the best neutral (at least imo), can confirm off of any stray hit, and definitely...
  17. iPlaySkullgirls

    Report Beowulf released for Steam, PSN, and XBLA!

    Turned my xbox on for the first time in a year.
  18. iPlaySkullgirls

    Fortune Technology: Resets, Mixups, etc.

    May sound stupid, but are you actually doing the fiber out of a normal? Otherwise it would count as the first of a chain and trigger ips.
  19. iPlaySkullgirls

    Fortune Technology: Resets, Mixups, etc.

    I think more people should go for fuzzy resets. I REALLY like lk fiber j.hp ad delay j.hk. If it hits them, great free combo. If not, they just blocked high and you can do any fuzzy setup. One thing that I found works on Squigly (probably other characters, no clue though), is that if you do a...
  20. iPlaySkullgirls

    Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

    I think I might be slightly biased, as I literally fucking hated sitting in 30 second green vial combos way back when, but I think she already was the strongest even before the beta changes. Like, contesting her air normals is just asking to get hit. Peacock is a character I don't have much...