• As part of the relaunch of Skullheart, ALL previous threads have been archived.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

Double Jump Instant Overhead Breakdown / Tutorial

That's super cool! Thanks for making such an in depth video! No way I'll be able to do that on stick, doubled with the fact that I play big band/bella so it's irrelevant either way lololol
 

Side note: With Big Band you can actually do j.LK wait j.MK, land, 2MK etc instead of chaining into j.MK right away and having to dropkick and losing OTG etc, but this wasn't a Big Band tutorial so :^)

FWIW, letting this exist in such a manner seems very antithetical to Skullgirls' theme of making things not difficult for the sake of difficulty.
 
FWIW, letting this exist in such a manner seems very antithetical to Skullgirls' theme of making things not difficult for the sake of difficulty.
From what I've heard Mike say in the past, he doesn't like making things that are necessary (or at least extremely important) to playing the character very difficult. However, he is fine with things that add a bit more damage or slightly enhance your options being harder to execute.

For the three characters who have access to this, the only character who gains significant benefits from it is Robo IMO. Her standing overhead has quite a few downsides as Liam points out so the DJ overhead does provide her with a more powerful tool. For Squigly, she already has strong grounded overheads so this is less of a big deal for her and for Ms Fortune this is just a case of getting more damage. Ms Fortune already has access to instant overheads with her IAD but the benefit of this DJ overhead is that it allows her to get j.LK, j.HK, H Gato which is one of her highest damage starters.

So to summarise, for Ms Fortune this is a matter of more damage, for Squigly it is slightly stronger overheads and for Robo Fortune it is a potentially very strong tool. Out of those characters Ms Fortune and Squigly both only receive marginal gains while Robo is the only character for whom this could become an important tool. Even for Robo, given she is even less of a rushdown character now than pre-patch it would still not be a hugely important thing for Robo players to learn anyway.

While this may seem a pretty big deal at first, the more you look at it the less important it becomes (IMO of course).
 
Great video, I do think it should be made easier if Mike doesn't want to remove it.
Robo gets a lot out of it, having a good overhead option is a huge deal, so locking it behind very difficult execution (especially for stick players) seems to go against the way the rest of the game was designed.
For example, PW fast fly overheads were removed / made easy and they were much less useful than instant double jumps.
 
Last edited:
  • Like
Reactions: Mr Peck
Ms Fortune already has access to instant overheads with her IAD but the benefit of this DJ overhead is that it allows her to get j.LK, j.HK, H Gato which is one of her highest damage starters.

So to summarise, for Ms Fortune this is a matter of more damage
Please don't forget that DJ Overhead means you still have your airdash open to use.
You can do something like IDJ jLK jHK, get pushblocked, ad jLK xx L.Axekick; or IDJ jLK ad airthrow whiff cLK; or a variety of similar ideas all of which won't be available after IAD jLK.

It is by no means a matter of simple "damage", it strengthens her pressure/mixup game by quite a bit. 4 fast overheads in a row is no joke..

(But even if we just look at damage - it's a tremendous amount. Her other option for a double high starter is IAD jLP jLK, which deals 495. This is, at the cost of one additional hit, 2225.)
 
Last edited:
Peacock can also do this with j.lk and j.lp(or could before the crouching hitbox changes and when j.lp was still an overhead, let me check).

edit- still works, it's as hard as squigly's and you have to adc pretty quickly into j.lk or j.mp to convert so it's not as useful, but still...
 
  • Like
Reactions: mcpeanuts
From what I've heard Mike say in the past, he doesn't like making things that are necessary (or at least extremely important) to playing the character very difficult. However, he is fine with things that add a bit more damage or slightly enhance your options being harder to execute.
This seems more than just a little harder though, especially since it favors certain input methods over others. I think that's the point where a line ought to be drawn no matter how minor the tech is.
 
Re: Removal / Changes to make it easier for stick players.

"Mike Z:

I'd rather remove it entirely, but since that would involve either cherry-picking normals/characters to affect or blanket changing every normal for every DJ character, I probably won't do that.
So chalk it up to "advanced technique" I guess.

Also, there IS no way to make it easier for stick players without like...adding a new input shortcut for doublejump?
Buffering a DJ from jump startup would (in addition to being impossible to detect in all cases)* only benefit pad players, since the window is still super fast to double tap up"

Me:
* I believe the reason this is impossible is because if you were to hit them with no frames in between, so F1, Jump, F2, Jump again, the game has no way of telling if that was a new press, or just a hold from the previous jump.
 
Could there just be a minimum height/number of frames before you can doublejump, just like with certain airdashes? Or would that end up messing with anything else?
 
Could there just be a minimum height/number of frames before you can doublejump, just like with certain airdashes? Or would that end up messing with anything else?
Yeah, I don't know what the problem with this would be.

Unless you're doing this specific technique, you aren't going to doublejump within 1-2 frames of leaving the ground;
And if it's just disabled until the third currently possible frame, everyone has lost their IDJs?
 
Last edited:
That one's hard on Korean stick because it requires more power to move the stick ;_;

Time to buy a Sanwa ;_;
 
Found another method to do it on stick (Sanwa JLF for people who care). Excuse the cellphone quality video. Also excuse that I don't do an actual overhead, because I don't have enough hands.


Spread your index finger and thumb kinda far apart, and then in one smooth motion of your hand, flick the stick with your index finger and then hit it again with the knuckle joint of your thumb.