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  1. Sharnt

    Rising Thunder [PC]

    I think it is like this: You build one burst every 50% you start next round with up to 50% meter.
  2. Sharnt

    Rising Thunder [PC]

    Yes it's so funny to see those poor dauntless/talos/vlad finally land a hit to be sent to the other side of the screen :3 Those bursts are baitable though. I just don't think the technology is there yet. I could do it a few times against a Talos that picked it surprisingly. But overall I feel...
  3. Sharnt

    Betawulf Reigns Supreme! More like Alphawolf! check CaioLugon's thread which will be more updated!

    It is corner only right ? Or I don't understand how do you hit with MP~MP after the 5HK xx KK midscreen. NVM had to delay the 5HK more to restand.
  4. Sharnt

    Beta Wulf Discussion

    Might be a weird suggestion, but as MP[MP] is +9 on hit and +4 on guard with a hole in the middle and overhead I guess it is made for resets. As such to make liking with cr.LK or whatever else could the mic fall on the ground could be synchronized with the end of the recovery to have a visual...
  5. Sharnt

    I need to get better

    Do pauses, laying to much and getting depressed on the game doesn't do any good it seems. Moreover it will let time for your muscular memory to flourish. In a nutshell give you time, FG's are hard. I'd felt like you described dozens of times in my player's life, that's just the the trough of...
  6. Sharnt

    Fukua tech thread

    Did you find a way to time it easily? It's kinda sensitive to pull off.
  7. Sharnt

    Fukua tech thread

    Yay!
  8. Sharnt

    Fukua tech thread

    A new (stupid) tech from Fukua j.HK, L.Ball:
  9. Sharnt

    I Want to Play the Way Pros Play!

    The first time I did games with a good kof player it ended at like 5-130. And I wouldn't even consider it being a beating. If you do a wrong choice, remember it, because that means either your opponent will press on it, or he will do the counter of your counter. Either way that make him kinda...
  10. Sharnt

    Fukua tech thread

    Found this potentially totally unrelated thing: cr.LK, cr.MK, cr.HP, L.Shadow - j.HK, j.HP, L.Ball -> Jump Forward Air Throw L.Ball -> Jump Backward HP (Burst Bait), H.Ball (Hit them if they don't burst, keep a bit of pressure, and confirmable into Ball Super DHC into things) H/M.Ball -> Command...
  11. Sharnt

    Double Jump after doing X

    Ok, second question, are there vulnerable frames like in a normal jump. I often get it while doing double jump but I'm not sure whether it's just I'm too late for guarding or if I can't even guard. I use this thread to repost something: I wanted to know, how works jump > guarding? I often want...
  12. Sharnt

    Double Jump after doing X

    Hi there I have a hard time doing double jump after doing something in the middle. Like Fukua j.HK,qcf.LP, double jump ..., Cerebella j.HP, double jump HP Or even Fortune jump air dash double jump. In every case the timings feel very short and there are not any visual clues, because the end of...
  13. Sharnt

    Fortune Combos

    Off of a cr.HP do j.LK,j.HP adc j.LK,j.HP,qcb.MK, but you have to do it real fast
  14. Sharnt

    Skullgirls Team Building Thread

    Duo is good as in it lets you transition from solo to trio when you learn the game imo.
  15. Sharnt

    Fukua tech thread

    It's a series of crossup/under that all starts from the same point and make for a 4 way mixup which depends only on the timing you input things, but since it's 1AM here I'm too lazy to try things further.
  16. Sharnt

    Fukua tech thread

    I found some anti peacock specific tech, if I ever found a way to do it reliably I'll make a video.
  17. Sharnt

    How do you stop being so salty?

    Hmm dunno, I find losing more enjoyable than winning, I mean, I rather try, struggle and find new ways to play and learn things than perfecting my opponent. But I guess it's every FG's player mindset more or less, because they are still playing game's. However I can become really salty because...
  18. Sharnt

    Fortune Combos

    For the combo it does 7314 (from memory) with all moves all hits, on 1 ratio. For the second, just do it slower. I'm always missing it bc I'm too fast.
  19. Sharnt

    Fortune General: The Pungeon Master

    Hi there, I have an issue, rather I have a lot of issues but that's not why i'm here now. I wanted to know, how works jump > guarding? I often want to do forward jump > guard, and half of the time I'm hit near the apex of my jump. That's quite confusing. Same goes when I do jump forward+HP for...
  20. Sharnt

    Fortune matchup advice thread

    Thanks for the input, I've been trying to work on this but even beginner peacock's are giving me issues, so I guess I just have to work harder.