• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

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  1. ClarenceMage

    Training mode requests

    I've been setting the dummy to try hold away from the point character on reversal, to block on reversal with inputs, but if it's 1f reset or a meaty, the dummy fails to block the attack in time. I don't know why they can do an invulnerable attack on the first available frame and avoid damage...
  2. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    It's probably Filia's silly hurtboxes but Double's hurtbox is already a decent chunk above her actual animation. It would look weird for her hutbox to be even higher.
  3. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    I request that Valentine's second s.LP have its hitbox extended downwards slightly to hit crouching Filia/Fukua and Double. It works fine on everyone else.
  4. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    If there is any issue here at all it's obviously with Bella's persistently janky hitboxes.
  5. ClarenceMage

    JoJo's Bizarre Adventure: Heritage For The Future

    1. Who is an authority enough to make good romhack changes? 2. Who would actually play it? 3S desperately needs a rebalancing but 3SO was ported as the same game as unpatched arcade because the 3S crowd is all "muh arcade perfection". The difficulty isn't an issue, since 4th strike exists with...
  6. ClarenceMage

    Under Night In-Birth

    http://explodingrabbit.com/pages/super-mario-bros-crossover/ Enjoy! Damn I wish UNIEL had rollback netcode fuck I wish everything was on PC and had rollback netcode japan pls french bread pls arcsys pls there are no local players and I want time spent online to actually mean something. I'm...
  7. ClarenceMage

    Under Night In-Birth

    That's good! I hope you're also not saying stuff like "The game would be better without Merk/Gord, I wish they weren't in the game" because that's just complaining and has nothing to do with overcoming Akatsuki's faults, or calling people who play those characters scumbags, or other methods of...
  8. ClarenceMage

    Under Night In-Birth

    You are absolutely correct! However, every single non-skullgirls game doesn't really crowdsource their balance suggestions to any serious degree, talk with the players of the game at length, or have truly high-level considerations when balancing their games. This is actually one of my reasons...
  9. ClarenceMage

    Under Night In-Birth

    If the game isn't as balanced as you like at a higher level, either play a more balanced game or play a better character.
  10. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    My favourite thing about Robo Fortune being the last DLC character is that when she's done I will no longer have to read balance suggestions for characters that are two weeks old and not even remotely finished.
  11. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    It has been several months since preblock changes hit beta. That's enough time to adjust strategies, get over initial learning humps, and learn to play the "new" way better. Doublejump->assist call was proving far too brainlessly strong an option with no really convincing counters, that...
  12. ClarenceMage

    General Gameplay Discussion

    c.LK s.MK is +0 on block. That's plenty safe-ish.
  13. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    Good change, encourages more engagement in regular jump height/ground zones, makes every matchup that doesn't include peacock more fun.
  14. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    You don't HAVE to block if you think they're going to low/throw at -2 since neutral jump avoids lows at those small negatives. You can also c.LP to steal advantage if you think they're going to hesitate even slightly after blocking M Luger. If they are going to do a standing jab or a crouching...
  15. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    Git gud. Val is my main, who was one of the characters who benefitted most from doublejump assist turtling. This change forced me to play in different areas of the screen that aren't as free for Val, explore more options that would otherwise have been neglected, and be far more mindful about my...
  16. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    So you're saying that because it's tactics used in versus games, it should stay? Perhaps we should start making beta experiments that add more tactics used in versus games? How about whiffing normals builds meter even if you're above one meter? That way Peacock can run away and spam j.HK to get...
  17. ClarenceMage

    Quick Question About Snapping Back Dead Characters

    Reviving a good assist when you have 5 meters around is an excellent use of 5 meters...
  18. ClarenceMage

    Quick Question About Snapping Back Dead Characters

    Snapping a dead character out to bring their anchor in is a fantastic idea if they have a Safe DHC on anchor, and a high-priority yolo super on their second character or some other good way to reversal->super. This removes their ability to yolo super->DHC out once they land/if they can make you...
  19. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    The double jump assist change makes every single non-vs-peacock matchup more fun since there is more incentive to not just doublejump turtle call assist brainlessly, and instead interact with and bait your opponent in dangereous footsie ranges. @MegamanDS...
  20. ClarenceMage

    Skullgirls PC Beta Updates Discussion

    I like the doublejump change! As a result the game is more at regular jump height which more characters can do something about, so counterplay happens more often. Doublejumps are much more committal because assist counterplay is possible only when regular jumping or airdashing. The in-game...