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  1. zeknife

    Skullgirls PC Beta Updates Discussion

    I'm struggling to find actual practical non-gimmicky applications for the momentum nudge in combos/setups that aren't just a new way to do something I already knew how to do in the regular game (and doesn't work the normal way in this experiment) Really, having tried this out a bunch I find I'm...
  2. zeknife

    Skullgirls PC Beta Updates Discussion

    This new experiment seems to support most old combos/setups while adding a lot of interesting possibilities for fine-tuning spacing and momentum Being able to link backwards air normals without falling away from the opponent is pretty rad I'll see about finding some way too ambiguous crossups or...
  3. zeknife

    Skullgirls PC Beta Updates Discussion

    Rejump combos are a pain It feels like you're fighting the game trying to get back to the ground In other training mode observations: TK inputs are weird/less useful because you perform the special move much higher up from the ground (Fortunes TK axekick whiffs on standing opponents now) It is...
  4. zeknife

    Eliza's Hitboxes

    All of Elizas air normals have the hurtbox extend one frame before everything else, which is pretty notable The opposite of s.MP, essentially
  5. zeknife

    Skullgirls PC Beta Updates Discussion

    Might be easier to super-cancel it to beat jump-ins on whiff
  6. zeknife

    Skullgirls PC Beta Updates Discussion

    Death crawl beats ssj every time
  7. zeknife

    Big Band Tech Thread: Small/Big Tips & Strategy YOU Notice?

    SSJ crossunders are the real deal for when you want to be a jerk with solo big band It's the only reset you need, and it works if you get a happy birthday sorry alex
  8. zeknife

    One Big Night! One Big Show! One Big Man! One Big Band! General Discussion

    Peacock doesn't lose hers as easily in beta, I think
  9. zeknife

    Skullgirls PC Beta Updates Discussion

    You can combo after her sweep with fiber
  10. zeknife

    Big Band Tech Thread: Small/Big Tips & Strategy YOU Notice?

    That gave me an idea
  11. zeknife

    Solo regen health

    It probably doesn't technically take longer to kill than an entire team, but it sure feels like forever since you don't get any breaks. When you've got your murder momentum going against a team, there's this moment every time a character dies where both players know they need to pay attention...
  12. zeknife

    Solo regen health

    If solos were to get some other mechanic to put them on more even grounds with teams in neutral/defense they would indeed obviously need to lose some of their advantage in damage/health I think that could be a lot more interesting though. Currently, playing solo against a team, or a team against...
  13. zeknife

    Beta Wulf Discussion

    It is possible to dash hop air throw by plinking lp~lk, even though it is not possible to do it normally (Like with other things that cancel into normals but not throws) Excuse the poor cropping
  14. zeknife

    Solo regen health

    Surely the most appropriate change to solos would be one that addressed their weaknesses rather than improving further upon their strengths 3v1 and 1v3 are always going to be really dumb as long as the solo can kill in one combo, though.
  15. zeknife

    Spotlight Skullgirls with 6 Buttons or 8 Buttons?

    Accessibility, potential configurations
  16. zeknife

    Spotlight Skullgirls with 6 Buttons or 8 Buttons?

    This refers not just to macro dashing, but all :PP: buttondashing The buffer applies only to dashing by doubletapping (:B::B:/:F::F:) Edit: Also please add an option to vote for keyboard
  17. zeknife

    Spotlight Skullgirls with 6 Buttons or 8 Buttons?

    I use 9 buttons right now via the power of right stick assists, the only reason I don't have a dash macro is that you still can't bind shift to anything (Among a bunch of other nice keys)