• As part of the relaunch of Skullheart, ALL previous threads have been archived.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. antiglow

    The Unofficial Official Beta Discussion Thread

    Dahlia ice is the most obvious thing that needs to be reworked. But I think it is important not to just remove armor break and call it good. Imo armor break should transfer to a different projectile (maybe railgun as that would be the most balanced and make it more desirable to use). As for her...
  2. antiglow

    Feature Suggestion's

    Please add a toggle to filter out wifi players from lobbies and Quickmatch
  3. antiglow

    How do you think Marie will play?

    They don't NEED to but it sure does make the process go a lot faster. I believe they have done that for a lot of things. Dahila's gun, Annie's blade, Eliza's weapon etc..
  4. antiglow

    How do you think Marie will play?

    Yeah I saw that, but that crash seemed to be more of an issue of the super not being completely implemented yet. If she were in open alpha/beta at that time I don't think that super would have been accessible. I don't know how less patches = saving time, the work needs to be done regardless--...
  5. antiglow

    How do you think Marie will play?

    I wonder when she will come to beta? It looks like she is mostly complete minus color pallets, replacing cerebella place holder summon, maybe a win/loss pose, and voice. Many other characters launched in to dev missing those types of things. Judging by the videos it looks like she is pretty much...
  6. antiglow

    How do you think Marie will play?

    [/SPOILER]
  7. antiglow

    The Unofficial Official Beta Discussion Thread

    The only balance I want other than dahlia reload and bullet changes is: 1. Peacock projectiles disappear on hit 2. Lenny -> 2 meter That's it.
  8. antiglow

    Black Dahlia Alpha/Beta Gameplay Discussion Thread

    Can we make the following more consistent for heavy characters? 1. JHK -> KK (onslaught) -> JHP -> 2MP -> HK - 2MP doesn't re-stand 1/2 the time for me on heavies 2. HK -> 236HP -> Last Call -> PP (dash) -> HP (hold) - The window to get HP is doable but small and drops a good 1/3rd of...
  9. antiglow

    Black Dahlia Alpha/Beta Gameplay Discussion Thread

    It would be interesting to play with the undizzy idea, but I think electric destroying projectiles is still valid even with railshot. Railshot is more of a quick long range poke / knockdown with no chance to follow up / combo from on its own from distance. Electric being a slow moving...
  10. antiglow

    Black Dahlia Alpha/Beta Gameplay Discussion Thread

    I suggested this as well a few posts back. After reload refactor, this is my most desired change. I currently avoid using it because it loses so hard to reversals. Currently you have to have a good amount of spacing to avoid them and that almost always requires meter to setup and even then many...
  11. antiglow

    Black Dahlia Alpha/Beta Gameplay Discussion Thread

    I am not sure if this is considered a “new mechanic” or a smaller QoL change to her game play but have you thought about the reload shot change ideas presented in this thread? Imo those need to be implemented before release as it a core part of her gameplay. Referenced below for convenience...
  12. antiglow

    Black Dahlia Alpha/Beta Gameplay Discussion Thread

    First off, Liam this character is awesome. I really like the setup nature and how she wants to use meter up front rather than at the end of a combo. She is super unique compared to the other characters and has really setup a place of her own in skullgirls. The various ammo types are so...
  13. antiglow

    Let's Make Painwheel Not Bottom Tier

    yeah, I am talking about improving it. Also, cMP doesn't autocorrect so it suffers from the same issue.
  14. antiglow

    Let's Make Painwheel Not Bottom Tier

    I'm not talking about using the 2HP (charged) as an AA or as a replacement for 2MP but more as an armored counter where you expect to take a hit. For how long the charge is, it being a simple armored very close range overhead seems weak especially when the opponent can quickly move behind you...
  15. antiglow

    Let's Make Painwheel Not Bottom Tier

    Ok title is a bit pointed, (I know). But she definitely needs to be looked at again in my opinion. I know there are some posts on this topic in other more general threads but I could not find a focused thread on the topic. So I would like to make this a focused source of suggestions on changes...
  16. antiglow

    Match videos

    Here are some online randoms: https://www.youtube.com/playlist?list=PL0mdMYb0Xvk_EpUOHlr6v_eIgU7j0uFxn some of my faves: PS: I have no idea who these people are... so yeah.
  17. antiglow

    Robo Fortune Discussion

    time for changes is gone, just day dreaming here. it would be sweet if robo could "golf hit" the mines to change their location and/or turn them into a projectile.
  18. antiglow

    Robo-Fortune Combo Thread

    apparently I just suck. haha let me try again
  19. antiglow

    Robo-Fortune Combo Thread

    just tried that a number of times, no luck (even using slow-motion). could not get the super to start before the slide.
  20. antiglow

    Robo-Fortune Combo Thread

    my first attempt at doing things with the new heads. about 10000 dmg