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General Gameplay Discussion

I think of it less as a nerf and more as making Fenrir scale like every other super in the game. You know, since that's what it is and all.
 
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Bug fix/nerf distinction, whatever, everyone has talked about that shit a hundred times. It's been the same thing at least through MDE at any rate.

Patches in competitive stuff are the terrain moving under your feet, so it's disquieting. Changes are obviously necessary but it helps if they come in the large scale revisions. But do what you gotta do.
 
parasoul's level 1s do damage?
Sniper shot to dhc anything will do good damage since it will unscale a bit.
 
1. Hard to shed tears for Filia who is among the best at so many things.
2. Forget updo, Hornet bomber is easily the most annoying assist in the game. Full screen, tons of blockstun, armored, the retarded arcing motion making it much harder to avoid than other lock down type assists, other stuff I'm sure I'm forgetting.
 
Maybe I thought armored cause when I super battle opera some times, hornet bomber takes a hit and goes straight through. It's gone through other single hits without stopping its momentum.

Edit: Alright looked it up, it is invincible throughout its entire startup. Now I see. However that is pretty retarded, I can see why everyone picks it.
 
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i thought it was only L + M hornet that had invincibility now. H is the only one that goes close to fullscreen. thats not still invincible is it?
 
No, h bomber should have no invincibility.
 
No, h bomber should have no invincibility.
On the subject of HK hornet bomber avoiding squigly's sing xx battle opera, that is in part due to its arc, which passes over the lk+mk sbo, and its speed
If it's used an assist and Squigly tries to catch it in SBO, that'll often be at the peak of its trajectory, or too close for it to be hit
 
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Oh. What about the medium height SBO, does that hit her?
 
Oh. What about the medium height SBO, does that hit her?

I should try that next time.

No, h bomber should have no invincibility.

I was confused by the srk wiki and how it was formatted. So it is MK bomber which is completely invincible through startup frames, and LK is invincible through startup and active frames, HK doesn't have any. I guess it formerly did, but those were removed.

With SBO I think it would hit Double once, as she is passing over it. So it wouldn't stop its momentum, but hornet bomber would plow through. This is why I thought armor, shouldn't a projectile move stop her momentum completely if it hits even once?

I'm playing solo atm btw, so counter assisting isn't an option.
 
I was confused by the srk wiki and how it was formatted. So it is MK bomber which is completely invincible through startup frames, and LK is invincible through startup and active frames, HK doesn't have any. I guess it formerly did, but those were removed.
Just use the Advanced Attack Data.
 
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(Not sure if right place to post this)

While I was looking at the patch notes recently, I noticed something I had completely forgotten about since launch...

Online Training Mode.

I don't remember how you're suppose to do it anymore. Heck! Can you still do it while waiting for someone on match making? Or is it only for lobbies?
 
It's for Lobbies only. You create a Lobby and when selecting the mode of the Lobby, instead of Queen of the Hill / All Play, you take Training.
Ah, ok. Thanks.
 
Hey, not sure if this is the right thread but w/e, what does Skullgirls have for dealing with opponents that just hold up-back? As it is the only punish I can perform is an airgrab just as they jump, but that scales damage and skips chains so it feels like a bit of a sucky solution, are there better alternatives?
 
That's easy.

Om-nom.
 
A frame trap of some sort, DxE?
 
Hey, not sure if this is the right thread but w/e, what does Skullgirls have for dealing with opponents that just hold up-back? As it is the only punish I can perform is an airgrab just as they jump, but that scales damage and skips chains so it feels like a bit of a sucky solution, are there better alternatives?
You can do a low, or delay your chain. Delaying you chain makes it uncombo and hits them if they up back while blocking. You could also (with cerebella) combo into something like mp lnl after a s.hp.
 
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There are a lot of ways to beat up-back.

You can chain into a low, throw a projectile, use a low assist to trap them on the ground, use a move with more than 300px range because they wont go into preblock.

Up back is nowhere near as good an option in this game as it seems, it is a bad habit of mine.
 
Up/back is primarily annoying when you base your game on gimmicks. Lose the gimmicks and upback is simply a step in a dance.
 
Hey, not sure if this is the right thread but w/e, what does Skullgirls have for dealing with opponents that just hold up-back? As it is the only punish I can perform is an airgrab just as they jump, but that scales damage and skips chains so it feels like a bit of a sucky solution, are there better alternatives?

Prejump is proximity block cancellable. This means if you have a move in startup within 300(?) pixels of the opponent, they will cancel their prejump into block. This means if they're holding up back, and you stick out a cr.LK, there is a huge window where it will connect, as they can't get away, and holding Up+Back means you're sitting in stand block. It doesn't even have to be meaty, you just have to be in attack startup 2-3 frames after they try to jump.
 
Is there an alternative way to shake out of stagger stun? It's a pain to do it fast enough on a thumbstick and it's probably not very healthy for it.
 
Alternative way compared to what? Button pressing doesn't do anything, but any stick motion seems to work so just mashing left-right instead of 360s (or whatever you've been doing) should do the trick.

I'd rather you just convinced Mike that Stagger Shakeout is senseless garbage though, so try that
 
I'm okay with shaking out of stagger but it's still annoying and I wouldn't mind a dedicated button-style shake out. Like pianoing all the punches repeatedly or something to fill up a meter.
 
Would definitely prefer button presses, shaking out with a d-pad is not fun times.
 
Alternative way compared to what? Button pressing doesn't do anything, but any stick motion seems to work so just mashing left-right instead of 360s (or whatever you've been doing) should do the trick.

I'd rather you just convinced Mike that Stagger Shakeout is senseless garbage though, so try that

Oh I totally agree, I just wanted to make sure I wasn't missing some obvious alternative.
 
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i think that the difference is so arbitrary when it comes to shaking out of stagger that its pretty much pointless anyway. even with the dummy shaking out as fast as possible you can still get comboz easily. i cant say ive ever seen anyone shake out of stagger, and even if you do manage it, better hope you aint holding forwards at the time or else youll be eating a reset.

the day i see someone shake out of stagger into a reversal ill maybe take that all back.
 
Why do people say arbitrary when they mean random? Why does arbitrary even mean random in some dictionaries? Why would arbitrary mean random when its root words mean anything but random? Why do they allow stupid people to put definitions of words they have no clues about, in dictionaries?

Fucking cant even trust dictionaries anymore.


Point being that using arbitrary right there to mean random, just sounds bad and makes little sense, but, you know, continue to use it that way if thats your thing... Though simply using random makes more sense.


About on topic stuff like shakeout:


Ive done this exactly once. After that, my opponent never did any shakeable combos on me so the shakeout ability seems rather pointless. As far as shakeout in other games goes:

Its from my limited knowledge of seeing them, a rather bad mechanic even in other games. In soul calibur 2 i can shakeout on reaction to every shakeable stagger in the game save for 1. Best anyone gets is a mixup from a stagger... And that makes staggers in that game kinda bad since mixups are available everywhere.

In gg i almost always see slayers command grab shaken out of, at high level, not that ive watched that much high level gg. In bb i havent really seen to many people shake out of ice consistently in the early bb days, though that could have changed by now.


Yeah in my eyes the shake ability is kinda redundant. If you can shake out, it will generally always be shaken out of, unless the shake is to quick to react to in which case it will never be shaken out of... I havent really seen a shake mechanic that transcended that.
 
I think stagger is pointless except on CB reflect, when it can really make the difference between a full combo and nothing. Every other stagger seems like there's no point because everything that's done from it is almost always guaranteed. PW st.hp, CB run grab, DO teacup, I can count the number of times people didn't get guaranteed followups from that with a closed fist.

In my dream of dreams I would love to see stagger be given to more moves, (or certain counter hits), and have stagger shake have a more dramatic decrease. Not sure what you could apply it to, but I would like the feature to not be a waste.
 
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In my dream of dreams I would love to see stagger be given to more moves, (or certain counter hits), and have stagger shake have a more dramatic decrease. Not sure what you could apply it to, but I would like the feature to not be a waste.

Peacock can get some gimmicky mileage out of LP Bang, but it's pretty situational and most will opt for MP Bang anyways.
 
ok so arbitrary was completely the wrong word sorry. but i didnt mean random either. more that the difference between shaking out of stagger and not shaking out is so minimal its pretty much pointless, even if you start you waggling on the exact frame you are actually hit with the stagger inducing move.

anyway yea i can defo see shaking out of cerebellas reflect as being useful since she is usually either trying to close the distance or hit you with titan knuckle afterwards.

and like i said earlier i think the risk of shaking out and ending up resetting yourself is too great. kinda like how nobody mashes out of dizzy in SF4 since the following combo is gonna be heavily scaled anyway.
 
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yo i thought that counter super mashing was not a thing in this anymore? because i totally did a diamond dynamo in some dudes face for the chip and he was able to counter super me and beat it (online)
 
If he supers during startup but before your superflash, woop. You can't do it anymore *at point blank* *on reaction*. You can still mash super at the same time as your opponent and get lucky..
 
Mulnim's peacock combo involves a string into lp bang, then linked to j.mk. This is escapable if you shake, but it's a damn pain to actually do.
 
so just recently im sure i heard @Mike_Z mention on stream (probs at scr i think) that parasoul bike super was either not safe on block or that you could punish it provided you pushblock the first bike, makes sense since you figure you would come out of the pushblock animation right after the last bike hits you so you can at least put pressure on.

what i dont understand though is how hard it is to actually get a pushblock off on the first bike (try doing it consistently and most times you get no pushblock at all) and even when you do going to neutral actually does nothing, you are just kept in blockstun the whole time.

i get that there are certain moves that you cant pushblock until the last hit which im fine with, but it seems kinda dumb that para gets a lvl1 super that she can tack on after any blocked pillar which is totally unpunishable even if you do somehow manage to get the pushblock off (it must be like 1-2 frames at the most).

im not saying it should always be punishable if it is blocked it would just be nice if 1. you could actually get the pushblock off in the first place and 2. that PBGC functioned in the same way it does for everything else.

just wondering if it is supposed to function this way or is it a glitch or something that was missed?
 
There seems to be a trick with these multihit moves that prevent pushblocks. If you press pushblock multiple times, sometime it will actually come out much sooner than normal. I was able to punish motorbike super with this technique (after many tries).

edit:
Code:
http://www.youtube.com/watch?v=YmwGXkPJlg0&feature=youtu.be&t=2m13s

I don't know if it's actually due to the multiple pushblock inputs or if it's just that there's a really specific timing for pushblock to actually work.
 
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Hmm... My ipad wont allow me to watch that embed cause it isnt actually embedded... Is there. A way to rectify this?