• As part of the relaunch of Skullheart, ALL previous threads have been archived.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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    Lets Talk Skullgirls: Rule 34's Effect on Skullgirls

    Is anyone attacking the quality of the animation? I think even detractors have to admit that it's really good.
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    Lets Talk Skullgirls: Rule 34's Effect on Skullgirls

    I never look at r34 as a thing that affects a given work. Rather, I see it - as with all fanart - an indicator of how popular a thing is. The more popular something is, the more r34 of it you see. Simple as that. Granted, there's probably some variation based on how the characters actually look...
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    Glass Canopy and River King Casino NPC Database

    Yo I finally bothered to pay attention to this. It's not like I spent a dumbtarded amount of money on this or anything... Mine is Glass Canopy Set 3. "Masked Girl." Her name is Raven, and my saint name is the same as here: Darlos9D.
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    Cerebella Combo Collection (Alliteration)

    I feel like getting kanchou off that first string is a tad dependent on the distance of the c.lk. I figure c.mp won't move forward enough off of a max-range c.lk, right? If that's true, what would you do at max range?
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    SG Game Design Discussion

    Yeah I always felt that's a tad silly. Safe on block maybe, to allow her to blockstring into it safely. But totally invuln? Please no. Those two things shouldn't go together, ever.
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    Possible new IPS

    So I just got off of a handfull of online matches in beta, and I have to say I'm really digging the current combo length, assuming starting with zero undizzy. Combos end RIGHT when I start thinking to myself "man this combo sure is going on for a while." As a matter of fact it hits that point so...
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    What are you doing to sell SkullGirls to your friends?

    Me: "But how can you say no to a man who is a giant cyborg made of jazz instruments?" ::this pic:: Friend: "oh wow"
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    Blazblue

    Haw, she can't call Tager either.
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    What are you doing to sell SkullGirls to your friends?

    That's a nice sentiment and all, but in this thread we're essentially talking about marketing. And when you're marking, what other people - even people you disagree with! - think and feel suddenly becomes very important. And even stepping back from the fanservice aspect, something people tend...
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    What are you doing to sell SkullGirls to your friends?

    Oh yeah that too. A couple beefy man dude men will, strangely, bring all the boys to the yard. It's weird, but I feel like I can actually directly point to both Filia and Parasoul as to why this game turns off people who are bothered by fanservice. Sure you got Valentine, Bella, and I guess...
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    What are you doing to sell SkullGirls to your friends?

    My friends demand a certain level of "apparent badassitude" from fighting games that makes this game a hard sell, since at first glance it's pretty much just looks fanservicy. A good friend of mine said he'd really like Parasoul if it weren't for the short skirt and pantyshots every 10 frames...
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    SG Game Design Discussion

    Hey guys. I made a post in the IPS thread yesterday and... well, it kinda got lost in a sea of arguments about other stuff I think. And at any rate I think it was more pertinent to general game design anyway, so I'm reposting here. Basically somebody asked how people felt about combo length and...
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    Possible new IPS

    On combos: The current beta length is actually... pretty good, I think. I'm not tearing my hair out about it anymore. Also what were once half-assed combos are now kinda legit, haha. On neutral: I have a thought on this, regarding how momentum-based and reset-heavy this game is. And that has to...
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    The One man Orchestra Pit (Beta thoughts and suggestions)

    I'm happy I got an armor move I can combo off of for no meter. Maybe only in the corner, but still! Also a super that just plows through everything fullscreen. This is my kind of character. Can't wait to see what else he gets. Even if its just air normals.
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    Cerebella's Outdated Old Combos

    I was trying to figure out devil horns crap the other night. Can't wait to learn this stuff. And anti-double combos. Screw you and your stupid gravity.
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    Cerebella's Outdated Old Combos

    I knew I should have looked! Yeah I think Mike said the fix isn't implemented for Pummel Horse yet. I suppose I was just getting "lucky" and doing the old timing correctly when I was trying it the other night. Again, we wait...
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    Cerebella's Outdated Old Combos

    Yeah I was doing the pummel horse thing last night, and it seemed to help when I triggered the command run with MK. However: I heard on the SG IRC that mike forgot to make the change for pummel horse? I may have simply been getting the old timing down, when I was succeeding with it last night...
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    Cerebella's Outdated Old Combos

    Here's something I discovered that makes cMK > jMP > jHK restands a bit easier. After you otg with cLP or cLK or whatever you use, delay the cMK just a little bit. You'll end up at a much better angle for connecting the jHK on ALL characters. Also you'll land closer to them. An update on the...
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    Cerebella's Outdated Old Combos

    Oh no, something is easy in a fighting game. I thought it might be something like that. Thing is, like I said, I tried LK > MK and didn't get Kanchou, so I'm still wondering if there's something else going on. I'll try HK > MK instead.
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    Cerebella's Outdated Old Combos

    Huh. Did he only apply the change to HK tumbling run or something? I'll try it tonight.