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  1. PME

    Skullgirls Beta Aug 5th Patch Discussion

    To chime in on the previous "H Gato" conversation that was looked over a bit There's more damaging versions I do but... ...you get the idea (Last 5 characters can just be fuzzied into it, including Fortune, but just showing some "practical examples" just incase. I didn't think it was necessary...
  2. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Do not remind me about M Danger... I literally can't find anything for it. I guess I can end with it and be +4, but why that when I can end combos in [s.MP] and be +10 instead if need be? Also on the "reduce unscaled damage on Fortune's head just a bit" train
  3. PME

    PSN Official Skullbats Thread

    We once again only had 6 entrants, but this week, one of our newer members informed us that they couldn't find this thread even after looking for it. I guess we'll think of something. Anyways, Adeveis shook the world over and took first place with his solo-Band, in second was myself, while tied...
  4. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Even though I'm one of the few who do this almost every time, I still find it really risky to mess up the timing to make sure I'm still blocking the correct way AND be ready for an airgrab. I'd rather take a bigger buffer window for head commands on incoming rather than move the head away from...
  5. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Being able to hit the head multiple times helped me play both sides of her equally. I feel like this is enough
  6. PME

    Skullgirls Beta Aug 5th Patch Discussion

    I feel fine about Robo's DJC change. I, for one, don't care if she gets back those properties on hit (but she should get them back if lv3 is active). I don't think a damage hit to her L/M beams is what's needed to tone down her keepaway at this point, maybe knocking down the recovery of them by...
  7. PME

    PSN Official Skullbats Thread

    This week, we also had only 6 entrants, work held up more people than expected. Without further ado: In 1st place is myself, in 2nd place KingGoku, and in 3rd is Megamac. We do plan on streaming these matches once lobbies drop, but for now, we'll make do with what we have. Thanks for coming out...
  8. PME

    USA Skullgirls Community Tour? (Discussion)

    I don't see why we can't have Updo as the focus of logo the tbqh. That or Marie
  9. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Even if it didn't, I'm pretty sure [Zoom > Painwheel Tag > Ground Chain] would make the combo stage travel through stage 3 and directly into 5 anyway. Don't tempt me to run my MDE team again
  10. PME

    Skullgirls Beta Aug 5th Patch Discussion

    But I'd be willing to test a scaling change to see if it would change too much outside of happy birthdays. Though right now, I'm enjoying killing the assist 2v3 at full health, even without snapping. I feel like it would change her too much though.
  11. PME

    PSN Official Skullbats Thread

    Last Saturday we had the bare minimum entrants of 6 (to be expected, since the newest beta patch only just came out by then). With that said: First place goes to me, second place goes to GreedyChun, and third belongs to Megamac. Let's have fun with the beta, guys...
  12. PME

    Skullgirls Beta Aug 5th Patch Discussion

    I think part of there not being more headless players is also because they don't want to learn both sides of the character (at least not right away). 70% of the Fortunes I see are head-on, while almost the rest are headless. It's almost never both, whether the reason would be having to find time...
  13. PME

    Skullgirls Beta Aug 5th Patch Discussion

    You have to win neutral without an assist though, and I think that's a fair trade-off. I still find myself picking H Beam over it, even with the changes. Also, forgot to mention that the new speed of the head commands destroys my incoming left/right/throw/trip guard setups involving Ram/Impact...
  14. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Of course that's how you feel, that's how you play her lmfao (But I really respect you for trying to play her more keepaway than other Robos in retail) But in all seriousness, after finally sitting down and taking the time to dissect Robo a bit in the beta, I can formulate my thoughts about the...
  15. PME

    Skullgirls Beta Aug 5th Patch Discussion

    Big Band moving forward while parrying projectiles is a wonderful idea, yes. But moving forward while parrying H Beam is an idea I can get behind and rewards the player for being smarter than just throwing out H Brass which you can E Brake if they didn't beam. *sigh* I'll kick myself later...
  16. PME

    Skullgirls Beta Aug 5th Patch Discussion

    I didn't feel like old mines were "not useful". They didn't really help her keepaway, but she did have plenty of cool incoming setups I like doing. Some setups like meaty Mine on the way in and forcing them to block, then grabbing them before the explosion happens (kinda like Bella's s.HP >...
  17. PME

    Skullgirls Beta Aug 5th Patch Discussion

    I'd like to test not being able to DJC blocked aerials for sure, it might actually be okay
  18. PME

    Skullgirls Beta Aug 5th Patch Discussion

    I disagree, the damage nerf was big enough where her new zoning evens out the damage overall I feel. This can just be ducked in a lot of cases and you can punish brass with many crouching normals. Magnet being a hard knockdown still doesn't give you enough time to make a tricky, meaty crossup...
  19. PME

    General Bug Report Thread

    Is Air H Beam supposed to still break H Brass armor when BB is an assist?
  20. PME

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

    I know I should be flying but... $16 bus ride is too good to pass up! Also, Stuff and FuLLBLeeD are going? *ahem* I say we hold a 3v3 exhibition tournament with me, Stuff, and BLeeD entered as team "Palette 4"?