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  1. zeknife

    Assist exit animation frame data discrepancies

    This is still interesting to know though, especially if it's a feature. For the record the difference between Filia/Fukua and Parasoul (The slowest with a regular location-dependent exit animation) is about 60 frames
  2. zeknife

    Assist exit animation frame data discrepancies

    I was already pretty sure the post-attack assist taunts didn't have universally consistent frame data, but having investigated further it turns out they actually vary A Lot Here are my rough results, in order from fastest to slowest. The comparison was based on which assist becomes available...
  3. zeknife

    Good painwheel assist moves?

    It was unblockable and it was fixed like 9 months ago
  4. zeknife

    Lock 'n' load & titan knuckle phasing through various projectiles

    This happened to me with silver chord today, was sad. Here is a screenshot of a training mode reproduction of the event.
  5. zeknife

    Skullgirls PC Beta Updates Discussion

    Sekh can't call assists while attacking so that's not really an issue is it
  6. zeknife

    Training mode requests

    I don't know if this could be considered a bug, probably not I think it should be possible to do more total damage than the opponent has health, (the only way to do this currently is to set "death allowed" to yes, and then press some buttons before they become uncomboable) Currently the damage...
  7. zeknife

    Eliza Combo Thread: Our Fair Lady of Slaughter

    I wish I had realized the potential of this character before her damage got reduced
  8. zeknife

    Match videos

    This is a grudge match
  9. zeknife

    Skullbats EU PC

    I think it is pretty apparent that a lot of the better players have lost interest in the current state of EU Skullbats I've discussed this with a few people and come up with some suggestions that would serve to make the event more appealing to experienced players, without turning away less...
  10. zeknife

    Robo-Fortune Combo Thread

    This is universal but varying in difficulty, with heaviest being easier and painwheel being the most difficult. Has pretty good metergain at the start if you want to do ~optimal resets~ maybe @Mike_Z is it technologically infeasible to have some sort of buffer for j.hp double jump cancels, it's...
  11. zeknife

    Squigly Tech Thread: Small/Big Tips & Strategy YOU Notice? (NEW THREAD)

    If you have less than one bar (as is the case in your comparison) you can deliberately whiff normals for extra meter Edit: Actually, I guess you can never get meter from doublesnaps if you have more than one bar. So this should be the best way. Double edit: Or rather, the only way to get...
  12. zeknife

    Skullgirls PC Beta Updates Discussion

    Being able to use napalm shot while preserving D,U charge is very useful. It might be an idea to make up-forward specifically ineligible for napalm shot though.
  13. zeknife

    mastery Levels?

    This already exists it's called fighting games
  14. zeknife

    Skullgirls PC Beta Updates Discussion

    Check again
  15. zeknife

    Skullgirls PC Beta Updates Discussion

    Parasoul level 3 is also hard to pushblock consistently (though the training dummy can do it perfectly) This is actually pretty useful since it makes it harder to absolute guard, but still.
  16. zeknife

    The Big Bando Husbando Combo Threadando

    Notable that it doesn't work if the opponent is crouching
  17. zeknife

    Skullgirls PC Beta Updates Discussion

    Every time someone asks this it's because they left it set to random playback or something
  18. zeknife

    Scientist Documentation

    Here's a set i played against Woofly the other day featuring a bunch of Parasoul and Squigly Maybe it will be useful, if you want to play parasoul and squigly http://www.hitbox.tv/video/453774
  19. zeknife

    Beta Wulf Discussion

    Stuff like that also doesn't work if they're actually holding down-back because of pre-block (crouching pre-block vs air was readded specifically for this reason)