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  1. CaioLugon

    Skullgirls Beta Aug 5th Patch Discussion

    Can headless fortune lose the head hurtboxes on her jab?
  2. CaioLugon

    Skullgirls Beta Aug 5th Patch Discussion

    That's the point, it's supposed to be worse.
  3. CaioLugon

    Skullgirls Beta Aug 5th Patch Discussion

    I wasn't just talking about fortune with this and the throw thing, this actually bothers me the most as peacock because she needs to dashjump in some combos and since you don't get a button when you get the dash I'd just get hit for it.
  4. CaioLugon

    Skullgirls Beta Aug 5th Patch Discussion

    Sneeze going higher, input buffer and invincibility is pretty great, it feels awesome to be able to hit painwheel out of the air with it, but one thing that I used to do a lot was ending combos with it and doing a left/right mixup very much like the old fukua M shadow vortex (without looping...
  5. CaioLugon

    Skullgirls Beta Aug 5th Patch Discussion

    You'll probably just be able to release and press again to zoom. But I think I'd rather have an input move the head tbh...
  6. CaioLugon

    Skullgirls Beta Aug 5th Patch Discussion

    oh boy rip fiber routes But either way, if the goal of the nerf is just to reduce her damage I'd much rather lose damage on her attacks than having to avoid fiber, and this would also nerf gato loops and keep her combos the same (do you not want that?). What about 22[HP] to go into "walking...
  7. CaioLugon

    Skullgirls Beta Aug 5th Patch Discussion

    About fortune changes: Fiber scaling only really affects damage from reversal H fiber, you just have to do c.hp routes now, and they always did more damage midscreen anyway... The early slide route is still a max range confirm, has the biggest meter gain, consistent happy birthday and carries...
  8. CaioLugon

    Skullgirls Beta Aug 5th Patch Discussion

    From 2014 I actually have a list of ways to consistently combo j.hp into H el gato senpai haven't noticed me for two years ;-;
  9. CaioLugon

    Skullgirls Beta Aug 5th Patch Discussion

    The point is that if headless is supposed to give you better pressure and setups in exchange for your defensive options and hp normals (and a good chunk of life in a bunch of cases) I don't think it's worth it.
  10. CaioLugon

    Skullgirls Beta Aug 5th Patch Discussion

    I wasn't talking about headless or head-on as a whole, and I didn't say it was headless by herself, opening up the opponent as head-on with an assist is also as easy as headless with an assist.
  11. CaioLugon

    Skullgirls Beta Aug 5th Patch Discussion

    Head-on with an assist can do pressure just as well as headless, gets to do more damage and doesn't have to take a ton of extra damage. It's not about the things she lacks, head-on is just better.
  12. CaioLugon

    Skullgirls Beta Aug 5th Patch Discussion

    I know, I even mentioned that exact scenario in the fortune compedium, the video was just meant to illustrate the "headless takes too much damage" point. I get that it was stupid in SDE but now if you have a good head-on there's very little reason to ever go headless, you're just getting a...
  13. CaioLugon

    Blazblue

    I always forget fighting games have a story
  14. CaioLugon

    Skullgirls Beta Aug 5th Patch Discussion

    What would that be? I can't think of a scenario where L bang (or any throw invincible move) would be better than just jumping and getting a CH on a correct read and not getting punished if they block it.
  15. CaioLugon

    Baby Got Boots: Parasoul Combo Thread

    8005 dmg after the super
  16. CaioLugon

    Skullgirls Beta Aug 5th Patch Discussion

    That's how I do it, and I very rarely miss it. Yeah.
  17. CaioLugon

    Skullgirls Beta Aug 5th Patch Discussion

    For training mode would it be possible to add a number on attack data showing how much meter you have or how much you build during a combo?