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  1. zeknife

    Europe PC Danisen League: EU Edition

    Steam ID: zeknife http://steamcommunity.com/id/zeknife/ Characters: Parasoul/Squigly/Big Band
  2. zeknife

    Noise Cancel's (parry's) utility

    Sounds like a sure-fire way to parry projectiles
  3. zeknife

    Parasoul Tips and Tricks Thread: post tips and tricks that YOU see

    I suspect the period during which you can button dash while holding down is until the brief crouch animation ends (Forward dashes do not cancel into more forward dashes)
  4. zeknife

    Skullgirls PC Beta Updates Discussion

    Sounds like what would happen if you were doing stock combos/resets that you know are just enough to kill and then ending in super without any kind of setup, regardless of health being higher I hardly notice it, but I do like what it does to stock optimized stuff and (should be doing to) 1v3...
  5. zeknife

    Potential Draugen punch bug?

    Might be worth putting in the tutorial revision that I think is happening sometime
  6. zeknife

    Skullgirls PC Beta Updates Discussion

    I did some frame-by-frame comparison when this was brought up last time, and while there is certainly a difference between beta and the main game, it seems to be with big bands j.hk, and not with the launcher height or whatever
  7. zeknife

    Painwheel general discussion AKA GET OUT OF MY THREAD

    Painwheel is invincible during level 3, once it connects It's pretty sweet
  8. zeknife

    Skullgirls PC Beta Updates Discussion

    MGR is hardly going to get hit by assists more than any other grab If you land a grab, both characters are invincible during the animation
  9. zeknife

    Skullgirls PC Beta Updates Discussion

    All of painwheels multihits lock sekhmet in place even if she's in an attack, and can be chained into buers or air super You can also armor through any of sekhmets attacks, release button into multihit (j.hp, s.mk, c.mp) and cancel into buer except for sekh 5B (or however her moves are notated)...
  10. zeknife

    Skullgirls PC Beta Updates Discussion

    I have fun fighting sekhmet, but I guess that's because every character i play has hitgrabs and other effective options (Big Band with taunt is the best though) I imagine painwheel vs sekhmet could be fun as well if the painwheel player knows what they're doing and is feeling confident Keep...
  11. zeknife

    Skullgirls PC Beta Updates Discussion

    I've seen it a few times in beta as well, seems new
  12. zeknife

    The Big Bando Husbando Combo Threadando

    I can't do it against big band in retail either so I don't know what kind of trick you are using there (assuming you're talking about the BB j.mp j.hp j.hk > otg c.hk)
  13. zeknife

    The Big Bando Husbando Combo Threadando

    The launcher height change was removed at the same time, I am pretty sure.
  14. zeknife

    Skullgirls PC Beta Updates Discussion

    Does this mean kanchou mixups are faster
  15. zeknife

    Skullgirls PC Beta Updates Discussion

    Wasn't launcher > hk axekick always possible?
  16. zeknife

    Skullgirls PC Beta Updates Discussion

    Replays only save inputs, so they will get messed up by updates
  17. zeknife

    Skullgirls PC Beta Updates Discussion

    Here's some miscellaneous incomplete training mode science on the momentum nudge and extra super jump height It does make for new possibilities, certainly Of course, how well it serves combos is only secondary.
  18. zeknife

    Parasoul Burst Baits

    This only works if you haven't used otg, otherwise they can tech it immediately upon landing
  19. zeknife

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

    The rest is some magical superflash-dimension startup where the other character is frozen in time It is used for animations I guess
  20. zeknife

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

    Death crawl pre-flash startup is 6f, which explains your problem You can check this by by just looking at the frame display with the little boxes on the top of the screen while doing a super, since it stops during the super flash