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From what I've read it wasn't so much that development stopped but that several senior designers had to take a break (due to stress) and when they returned the game was too far behind schedule and so it was cancelled...
That is my go to bnb for Filia (well, I replace the cr.MP with cr.LK cus it's easier). I usually delay the j.MK a little bit so that you do it at the peak of her jump arc instead of immediately.
I believe Revo was also promoted as being part of the SGT a reasonable amount of time before the tournament actually happened whereas CEOtaku was a bit last minute in that the tour only got organised just before the event started.
When building combos you generally want to have as many heavy, single hit attacks at the start as possible and as few light or multi-hit moves as you can (after the standard ground chain). These light/multi-hit attacks scale your combo quickly, losing you potential damage. That is why there...
Bella's j.HP is 19f and j.2MP was 15f (that was the fastest possible version) but Mike slowed it down a bit in one of the beta patches by 2f so it is 17f, the same as Filia's IAD j.LK.
For Band, H Brass. You already have a DP with Updo so there's little point in BE. Brass is a great countercall, great against zoning, does a load of damage in one hit (so it is great for combo damage) and is good for helping approach.
For Bella, H LnL. H Drill already provides lockdown and...
From what I've heard Mike say in the past, he doesn't like making things that are necessary (or at least extremely important) to playing the character very difficult. However, he is fine with things that add a bit more damage or slightly enhance your options being harder to execute.
For the...
This combo exceeds the 240 undizzy limit btw. Midscreen cr.HP also doesn't give you time to dash, LP follow up and even if you cancel it with Ringlet psych it won't work vs heavy characters.
If you want a good Filia combo then IMO you should just use the standard j.HK, ADC, j.LK, j.HP, j.HK...
For instant overheads vs tall characters I use j.LP, j.HP, j.HK. It is safe on block, doesn't use your OTG and deals a nice bit of damage. Worth remembering though that the only character these instant overheads will work on while they are crouching is Big Band. Vs other characters you need...
The delay was reportedly to try decrease the disparity between offline and online play, similar to how Tekken does it. There was some confusion a while ago where one of the senior members of the dev team said it was intentional whereas someone from Capcom USA said it wasn't. Either way, it was...
I'm curious what makes you say that. While Capcom's execution of it is starting to sound like it will be heavily flawed (which seems to be their motto now), I think the idea behind it is actually quite a good one.
Would it be possible for training mode to show how +/- you are along with the start up, etc when an assist/projectile hits or gets blocked by the opponent? Currently it only shows this when you use a physical attack or chain into a projectile special (then it will show the start up of whatever...
Some Fortune H LnL combos:
I'm not using the standard cr.LK, MK, HK starting string in these combos because I feel that with this assist you are better off going for cr.LK, HP, H Cat Scratch + H LnL. This string is a frame trap between cr.LK and HP (may catch pushblock attempts), the H LnL...
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