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Skullgirls PC Beta Updates Discussion

SO IT TURNS OUT I DON'T KNOW WHAT I'M TALKING ABOUT THERE IS A BACK BUTTON AFTER ALL.
Everyone ignore me, I'm going back to the creative boards as promised.
 
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If there is already a button that does this then please tell me what it is and I will shut up and get back to the creative boards, I promise.

"Select" on a controller is back; did you mean something else?
 
What if Double's Monster super worked like it does now, except the blob shadow kept going forward as long as you held the 2 kicks you used for the super?

So like
Motion + Kicks(hold) > flash > shadow starts moving forward > flash ends > shadow still moving forward until any kick is released

So, she'd be able to move around while the shadow is moving forward, but she wouldn't have access to those 2 kick buttons because she needs to hold them BOTH for the shadow to move forward.

Or if that's too good, what if Motion + kicks (tap) gives you one distance and Motion + kicks (hold) gives you a farther distance?
 
I'm glad empty new meridian is gone. The stage just feels... bland without the npcs?
I'd still like it if they kept it and added some rain. Rainstorm New Meridian was Squigly's original stage concept.
 
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I'd still like it if they kept it and added some rain. Rainstorm New Meridian was Squigly's original stage concept.
I'd love to see this but it probably won'd happen. I'm more than satisfied with my train stage anyway :p
 
Speaking of train stage, I feel like the hype train should come out for baits and double snaps since both are hype. Thoughts?
 
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Speaking of train stage, I feel like the hype train should come out for baits and double snaps since both are hype. Thoughts?

I haven't been able to get the hype train to appear at all. Is it something more than just getting the IPS burst to happen?
 
What if Double's Monster super worked like it does now, except the blob shadow kept going forward as long as you held the 2 kicks you used for the super?

So like
Motion + Kicks(hold) > flash > shadow starts moving forward > flash ends > shadow still moving forward until any kick is released

So, she'd be able to move around while the shadow is moving forward, but she wouldn't have access to those 2 kick buttons because she needs to hold them BOTH for the shadow to move forward.

Or if that's too good, what if Motion + kicks (tap) gives you one distance and Motion + kicks (hold) gives you a farther distance?
i actually like this idea a lot and would love to see this experimented with if possible
 
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@everyone
Okay I am too scared/lazy to re-read, what do people think of the doublejump thing?

If you hold HK on the second HK press while pressing the A2 (HK+MP) the HK input on the A2 macro press is dropped and the assist doesn't come out. It seemed fine on single hits since I was using sHP,A2 to test.
So map your A2 to MK+HP? :^P Izzmo said this but man...

@worldjem
@Negus Eyoel
Monster Beast of Gehenna does not need to be improved, and I don't want her to be able to place it remotely. I have rejected various different-distance ideas for the same reason. It's cool, it's also NOT what the character should have in addition to everything else she already has.
 
Im in favor of the double jump change

/obvious but needs to be said.
 
@everyone
Okay I am too scared/lazy to re-read, what do people think of the doublejump thing?

Good change, encourages more engagement in regular jump height/ground zones, makes every matchup that doesn't include peacock more fun.
 
OK, how about the non-obvious people
I like it because it has taught me to not keep relying on assists to cover my pathetic attempts at neutral and to actually commit to a choice I made. Getting close to Peacock might be a little tougher now, but I feel in the big picture the change is good and people will adapt.
 
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Speaking of train stage, I feel like the hype train should come out for baits and double snaps since both are hype. Thoughts?
nah double snaps arent even hard

some people still drop them yeah but it's just the same loop over and over
 
I'll go ahead and shamelessly quote myself because I'm curious about this
Has anyone questioned yet that minimum kanchou startup is 2f faster in beta?
It doesn't sound like a lot, but from 21f to 23f is right on the edge of reactability and I would propose that it makes a difference
If pointblank kanchou is supposed to be unreactable by design I'll just deal with that, but this uncertainty is killing me.

About the double jump change, I don't notice it most of the time but it keeps me from doing some stuff that was pretty silly anyway (the usual, double jumping and pressing some great button + some great assist)
Seems not bad to me.

Also, the smaller explosions from instant airtoss > normal still use the full size visual explosion effect which looks a bit confusing
 
Double jump change is sweet except in the peacock matchup. It turns an already difficult matchup into an agonizing one. I'm probably going to have to learn a new team just for that matchup.
 
I will say it feels really weird to be an inch above the ground and not be able to call assists because I had previously been double jumping. But I guess that's true for super jumps too so whatever. I just need to get used to calling the assist THEN double jumping.

If this change stays would there be any consideration for stuff like Filia air L Hairball, which lets you get to double jump height without using a double jump?
 
@Mike_Z any way you can change the replay button configuration so instead of using up and down to go up 1 increment can you make it left and right?
Also having mk used as select and lk used as back is really confusing any way of switching them? I don't know if this is where I'm supposed to suggest this.
 
@everyone
Okay I am too scared/lazy to re-read, what do people think of the doublejump thing?
I like it.
 
I don't like that I can't call assist after jumping when reset in the air (or doing a second jump at a low height to psych out people) but it's not a big deal. I don't think I should have offensive control in this situation anyway.

EDIT: I was told I could never do what I crossed out. Although I coulda sworn I've done this before. Maybe I'm confusing this for something else.

EDIT 2: If it wasn't clear, I'm for it.
 
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Playing against double jumpers with this change, it doesn't really feel like much actually changed. It feels just as hard (or easy) to get in on defensive play/spacing with Double Jumps as before. So I wouldn't mind either way on this front.

In terms of using double jump characters with the change, I'll admit there were some approaches I liked using with Double Jump + assist that can't be done now and it makes me a little sad. But for the most part it isn't crippling to the overall gameplay so it feels easy to adjust to. I think it feels awkward, but more in the sense of "not sure if the game is supposed to feel this way", since double jumping feels slightly more like a commitment than before which could be good or bad.
 
I thought a benefit to double jumps was super jump height assist calls. It makes these character fighting them more similar to those without double jump, which I guess is the point (fighting dj assist calls is different/unfun?).
 
Liked it when I played a few matches against a friend on his PC.
 
OK, how about the non-obvious people like the ones that said they'd probably hate it?
@Jason ?

I've played quite a few matches with it and personally I didn't really notice the difference except for the Peacock matchup and one instance where I was trying to bait an Updo by doing an empty double jumping on top of somebody's head while calling assist.

Honestly I don't really feel like it impacts the way I play very much aside from that but I don't think double jump assist calls are a problem so I don't know why its being changed. I was also talking with Fukuatwerkteam and he said he didn't really notice the change either.

I dislike it on the basis of 'if its not broke don't fix it'. Its not even something that I think has the potential to be fun/interesting like the Superjump change. Its just lame.
 
I think it makes the game more interesting strategy-wise, I'm fine with the change, and I play Val, which benefits from double jump + assist a lot.
 
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The place i notice it most is in neutral when you see upback from close to midrange. Without the change: if you try to grab them out of their upback, they can double jump called assist in response to the grab and get a punish. Now if you see upback they have to push assist before they double jump allowing time for the grab to snatch them before the assist hits.
I like that I can reaction grab an upback in neutral against double jumpers now, or if they evade they dont get both positioning and punish, just positioning and advantage.
 
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I dislike the double jump change greatly. Feels really bad and weird to me
 
I notice the change in matches all the time, but I still like it. Makes the change that made it so that air attacks don't cause preblock anymore way more tolerable.
 
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The place i notice it most is in neutral when you see upback from close to midrange. Without the change: if you try to grab them out of their upback, they can double jump called assist in response to the grab and get a punish. Now if you see upback they have to push assist before they double jump allowing time for the grab to snatch them before the assist hits.
I like that I can reaction grab an upback in neutral against double jumpers now, or if they evade they dont get both positioning and punish, just positioning and advantage.

How do you feel as a Val player since there is worry that it negatively affects Val the worst?
 
The place i notice it most is in neutral when you see upback from close to midrange. Without the change: if you try to grab them out of their upback, they can double jump called assist in response to the grab and get a punish.
Aw man, why did I never think of this. And now it's gone after this patch. God Damn It
 
Aw man, why did I never think of this. And now it's gone after this patch. God Damn It

I think cloud explained the scenario wrong, because if I read your jump and air throw you can't double jump and call assist to beat that lol. If you were in the air already, and then I jumped, that's different.