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  1. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Sonic was abusing a neutral/back jump + j.LP to time H Airball to look either grounded or airborne > c.LK/j.LK But I'll leave that to the Filia experts. 'If you hold HP for 18f or longer and not get Heabutt/Zoom' seems like the correct solution here, and I prefer it a lot. HOWEVER, the issue...
  2. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Again, the main thing I see wrong with airball > adc is the setups that now exist for an ambiguous high/low situation.
  3. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Tbph, Robo s.HP was pretty useless up until the head speed changes. But yeah, I feel the Peacock stuff
  4. PME

    Skullgirls Beta Aug 5th Patch Discussion

    I think it would appeal to the casual audience a lot. I see it as a positive introduction
  5. PME

    Skullgirls Beta Aug 5th Patch Discussion

    The only damage nerf I think she needs is to H Gato, FWIW Maybe a tad lower meter gain on her H Rekka. But honestly, her being a battery is really important to a lot of teams that want a rushdown battery that's not a keepaway one (tbh, my team doesn't care for her meter build). Sneeze going...
  6. PME

    [Sep 30, 2016] CEOtaku 2016: this is actually out of control omg (Orlando, FL)

    omw lmfaonduxyskbdujsnduddjnsskksjsz yea it's fine
  7. PME

    Skullgirls Beta Aug 5th Patch Discussion

    inb4 my tears will flow at the incoming damage nerfs
  8. PME

    PSN Official Skullbats Thread

    And for this week! We had 8 total entrants with 5 rounds. Once again in first place was Adeveis, while me and Shaky taking 2nd and 3rd, respectively. Nothing too different happened, but if you guys want to be updated on our (more recently upkept) Discord server, you can do so here...
  9. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Please don't take [Nom > CSF > DHC to Magnet while Nom is active] from me, I only started doing that :( That, and Zoom towards Fortune > Robo tag to bounce the head at them for a meterless semi-safe tag. If head's not a fireball, can everything not Nom not be reflected by Bella then? :^)
  10. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Like I said, just a small buffer increase would help, even +2f would be fine. Mike?....you're scaring me
  11. PME

    Skullgirls Beta Aug 5th Patch Discussion

    If the ant does anything (especially a low or stagger property), she'll have yet another option for M/H Teleport besides L/M/H George/ Assist
  12. PME

    Skullgirls Beta Aug 5th Patch Discussion

    I agree with this. If you get the hype, I believe you should be able to use it for meeting basically the same conditions. ONLY if it freezes the timer. Yes. I mean, you can still go into Slam from it, so I don't see why not He's already getting his chair back, does he want to gain even more...
  13. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Please don't change Zoom to track the opponent. I have plenty of situations where I want to Zoom away from the oppoenent (whether the head is in front or behind the opponent) and I feel like this would only limit headless. I also have the same problems as Khaos does with it, but I'll deal...
  14. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Thank you Lex for giving the correct numbers on Gato/Slide for me But uhh: Hitting the head for going into Gato is +9, while doing it from Slide is at worst +1. And of course if you Headbutt you can make all options a maximum of +29 I wouldn't want to spend a bar just to lock out the assist for...
  15. PME

    Skullgirls Beta Aug 5th Patch Discussion

    I personally like the longer IAD input as headless, I get [IAD j.LK > j.MP] from it
  16. PME

    Skullgirls Beta Aug 5th Patch Discussion

    This is why I think it's important to be proficient with both, all depending on matchup/situation. Against BB, for many reasons, I don't think headless is for that MU. But against Peacock for example, I only want to go headless once you get the sliding knockdown from CSF.
  17. PME

    Skullgirls Beta Aug 5th Patch Discussion

    I was just chiming in since people were complaining to me about it. Being able to get 11.6k sliding knockdown off of HCH and TOD if I have a little under 2 bars is something, but of course I'm all for keeping it the same. I really wanna talk about Fortune not autocorrecting though...
  18. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Literally scroll up TJ
  19. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Headroll after a blocked CSF is jab-able. Like Fizz says, it's not invuln. Also, it is -8 on block if you don't want to jab it before. I only use it to kill my opponent if they have a bit of life left at the end of the combo and I don't wanna DHC.
  20. PME

    Skullgirls Beta Aug 5th Patch Discussion

    So you're saying to have less of a reason to use L Bang then