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Skullgirls PC Beta Updates Discussion

pfffftt... but that's boring... We want to mix it up, keep it wild and fresh.

Playing top tier is the hipsters choice in this game right now actually, everyone else just plays what they want.
 
That's why no Bands in top8 at CB, right? And one in top 16?

How could you forget about Dekillsages epic band mix up and BE assist on SonicFox in grand finals! You were right there!

(And my Filia!)
ImageUploadedByTapatalk1432770116.278381.jpg
 
Don't worry - sooner or later good players will be using top tier team compositions in due time.
I'm not saying Beat Extend is bad, and it certainly might be the best assist in the game for converting off. But it isn't overhead, low, armored, or lockdown; it has extra startup vulnerable frames; and it comes with Big Band. There are other things to consider for team composition beyond the fact that Beat Extend is good, that's myopic.
Psylocke is the best assist in MvC2, and she's on exactly ONE top tier team - MSP. The rest use CapCom or Cyke because even though on paper they look worse, they work better for what other teams want. SonicFox and sage's Fukuas both benefit more from an overhead or an armored assist than they would from what Beat Extend offers.

tl;dr Beat Extend helps tremendously if your opponent is bad at baiting assists. If they're not, other assists are more useful.
 
That's why no Bands in top8 at CB, right? And one in top 16?


Big band confirmed umvc3 zero tier.



Slightly different topic:


I don't understand why "you still have to use Big band to get beat extend" is an actual argument.

BB is GOOD.
The same argument that people use for BB now is one that was used for bella.. Who is also very GOOD.


Big band has literally 2 weaknesses.. He's weak to high/low because of instant overheads, and because lots of his stuff is unsafe on block.

But that's the awesome thing about BB. You don't have to base your game around those specials.

You still have LP brass which is ridiculous and j.lk which is similarly ridiculous. On top of that you have a reversal that does disgusting damage, or a different reversal that will give you full combo. He has a corner carry combo or a damage combo, he has ridiculous meter dump combos that just tear happy birthdays apart. He has huge disjointed hit boxes that convert into combos that hurt like stupid.

The only other tertiary weaknesses I can see are his reset technology is lacking (matters little since he will usually just outright kill you with a meter dump anyways)

And he doesn't convert off of AA assists well. Once again, matters little since he is usually at the back anyways.

Holy crap, if this character could consistently convert AA assists... Jeez. Scary thought.
 
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I'm not saying Beat Extend is bad, and it certainly might be the best assist in the game for converting off. But it isn't overhead, low, armored, or lockdown; it has extra startup vulnerable frames; and it comes with Big Band.

tl;dr Beat Extend helps tremendously if your opponent is bad at baiting assists. If they're not, other assists are more useful.

Beat Extend is great even if your opponents have the capacity to bait assists - there are multiple safe ways to utilise L Extend. For example:

After your opponent pushblocks, calling L Extend will frametrap them from a distance after they recover from pushblock, forcing respect otherwise they get snapped up into a very easy conversion.

The best chicken block+call assist problem solver in the game. Beowulf j.HP giving you troubles? Eliza's air buttons? Painwheel? Anyone airborne and pushing buttons at all? Dashjump block call assist, problem solved. You can get thrown, but you can also delay a throw tech. I've had a lot of success with call assist delayed throw tech, which isn't a trivial thing to overcome.

Incredibly good ways to open up confirms from long range - It allows double to convert off of jump backwards j.HP, allows peacock to convert off of air-to-air j.MP j.HP, allows Valentine to convert off of far s.MK s.HK(1) consistently, Cerebella qcfPP super->f.HP+L Extend(Which makes neutral game DP throw and qcf throw incredibly dangerous at the cost of a meter), and probably much much much much more.

All of these options are a force multiplier that increase the efficiency of pretty much any team that picks it by providing universal answers to pushblock, dominant air attacks, and increases character-specific mid-range efficiency. Even outside of mashing-DP-Assist-for-defense situations, which are very baitable, and get people who can't bait assists rekt, L Extend shines.
 
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I'm actually thinking my BE love comes from a unique perspective. PW/BE is fucking incredible. I won't speak for any other comp, but PW utilizes DP assists quite well and BB effectively gives you days worth of space. It fundamentally changes the way people have to play vs you.

And I don't have a BB yet... I literally don't have 1 combo. But given how easy it is to get PW back in (hint: off BB throw), and how powerful BE is... I'm getting far more mileage out of BE and a useless BB than I was playing solo... and I think I'm a pretty fucking decent solo player.
 
I feel like Mike's tl;dr is misleading since he started with "it might be the best assist in the game for converting off". Beat extend definitely makes getting a combo out of moves that normally wouldn't let you really easy, and of course it's probably the best DP assist in the game when compared to other DP assists in a vacuum. But saying shit like

The best chicken block+call assist problem solver in the game. Beowulf j.HP giving you troubles? Eliza's air buttons? Painwheel? Anyone airborne and pushing buttons at all? Dashjump block call assist, problem solved.

when also trying to say that L extend is still good against people who know how to bait assists? If dashjump block call assist is solving your problems, your opponents don't actually know how to bait assists.

Its a really good mid-combo DP assist. It's great at catching reckless jump-ins. But that doesn't make it automatically "the best assist for everyone ever".
 
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I feel like it would be weird to have the same attack have different frame data like that, but that's just me.
 
Crossposting because nobody looks at the Beowulf forum
Hi does someone know whether it's intended that Beo can be hit out of chair pickup recovery (I thought it was just a cosmetic pickup thing?) and that it doesn't cause a CH when that happens (?)

I can see a logical explanation for it (chair pickup shouldn't be free, but punishment for it shouldn't be too harsh either), so I'm not sure whether it's a bug
 
I can see a logical explanation for it (chair pickup shouldn't be free, but punishment for it shouldn't be too harsh either), so I'm not sure whether it's a bug
Pickup is not intended to be free, just fast. It should be a CH, I will make it a CH.
 
Is there any chance Feral Edge won't get me killed because it crossed up?

Not that I can't deal with it, I dare not to use Feral Edge if I don't have another bar in case it crosses up, but yeah it's kind of annoying when it happens.

Does Fukua have this problem? It seems less likely that hers crosses up but then again I'm unsure if crossing with air drill super is beneficial instead.

Also this:
N5QehPc.png


I dunno if it's a bug or on purpose but Cerebella's sMK does this. Maybe it's just the animation that didn't fit it well so it just looks wrong

(Which reminds me that I should look over every frame again)
 
Don't miss the rebroadcast of the Combo Breaker 2015 Skullgirls top 8 at 8PM EST today, May 30th, on http://twitch.tv/teamsp00ky!

ALL SAVED ENTOURAGES HAVE BEEN CLEARED since the data format for saving them changed with the addition of voice packs. You must re-save your team(s).

New Stuff!
- Title screen is now Skullgirls: 2nd Encore. Yay!
- Added a bunch of new lobby names! They will all show up as the correct names when you pick them now, too. :^)
- Added CPU Quickmatch to Single Player menu: fight the CPU team of your choice. Enjoy!
- Added Female and Dazed announcers! This completes all the alternate announcer voices. He is not drunk, we don't have "use of alcohol" descriptors in the ESRB rating. He's simply had too much apple juice.
- Added ALL alternate character voice packs: Saxploitation Big Band, Politician Double, Anime Peacock, Valley Girl Painwheel, and Salty Parasoul.
-- To choose a voice pack, press and hold the buttons when you pick your character. Their name will change color to indicate that you chose the alternate voice. You may also press Up or Down on the Color Select menu (press Start when picking a character).
-- Each player chooses voice packs separately, meaning you can play Salty Parasoul vs regular Parasoul.
-- Alternate voices save with your Entourage, so if you want Valleywheel color 17, you don't have to pick it by hand every time. There may be bugs with this, but hopefully not. :^)
-- Added the "Use Opponent Voice Online" option to Voice Settings. The default is NO, which means you should not hear any alternate voice packs from your opponents unless you change the setting. Lemme know if it doesn't work, hah.

General
- Mid-round assist deaths no longer apply slowdown, so as not to mess up combos. MvC2 also did this, it turns out! Thanks Yaya and Skarmand.
- Fixed "The Weatherbee Bug": Entourage-saved announcer clip is now played on the same sound channel each time, so it interrupts itself rather than overlapping.
- For the HCT > DP > QCT (41236 > 623 > 236) motion help, removed the requirement of DB in the half-circle. So now B,D,DF,F > DP > QCT (4236>623>236). This applies to Cerebella, Filia, Fortune (Cat Slide) and Squiqly. Thanks Duckator and Skarmand.

Beowulf
- Picking up the chair is now properly counterhit state. Thanks IsaVulpes.

Cerebella
- Diamond Drop is no longer strike invincible at any point, only throw invincible.
- Fixed her vulnerable boxes on the first frame of s.MK, thanks Stuff.

Eliza
- Hitting point Sekhmet with a snapback always gives you the wallbounce and a chance at a punish (rather than actually snapping her out) no matter her team composition, but scales followup combos to 75% as a result. Hitting assist Sekhmet with a snap is unchanged, so double-snaps are still possible.
Fukua
- Tender Embrace and Inevitable Snuggle are no longer strike invincible at any point, only throw invincible.

Ms. Fortune
- Expanded physical extent downward during Feral Edge, it should not cross behind the opponent (and drop them) as often now. Thanks Stuff!

Robo-Fortune
- Fixed some graphical glitches with the effects on her forward dash.
- Fixed collision bug on Headrone RAM. Thanks MMDS, there aren't any left to have this bug I think... :^P
- Bugfix: Headrone Impact (landmine) checks to see if it hit you before it checks to see if Robo is in hitstun, so if both are true on the same frame it will explode instead of disappearing.

Valentine
- Her taunt now has the same assist-call protection that Eliza's does, since both of those motions contain 2 assist inputs. Thanks Izzmo.
 
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the autumn games logo has an animated falling leaf now? when did this get added? (I usually skip the intros sorry but I was doing something for a second after launching the beta so I saw it)

E: on an actually (more) important note, CPU quickmatch says available in full version only is that intended
 
I hit exit game in arcade mode and the menu went away and didn't come back for about 30 seconds, didn't freeze because the music and background stuff were still going.

Voice packs are absolutely amazing.
 
I am still under the belief that voice packs should be disabled during tournament mode. I know I'd rather not deal with that nonsense while trying to play a tournament match. If you don't want to do that then IMO you should take away the option of being able to not hear your opponent's selected voice packs online. If people are forced to deal with it in an offline tournament setting then why shouldn't they be forced to deal with it in an online setting?
 
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So normally when Peacock teleports you can tell which teleport she's using based on the voice clip. However Anime Peacock has the same voice clips for every teleport. Guessing this is a bug, feel free to not change it though.
 
I wouldn't mind if Anime Peacock didn't have different voice clips for all of her teleports, personally. Not because I'm a Peacock player or anything like that.
 
Either my hearing is going bad or the new clips sound substantially quieter than old recordings to the point where I actually can hardly tell what's being said unless I crank the volume for effects and music way down.

I have voice at 100% and music and effects at 50% and 40% respectively, still having a bit of issue distinguishing when there's any action going on.
 
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They seem a little quieter to me, but not to that extent.
 
So normally when Peacock teleports you can tell which teleport she's using based on the voice clip. However Anime Peacock has the same voice clips for every teleport. Guessing this is a bug, feel free to not change it though.

If Tournament mode doesn´t desinable them, because you can tell which teleports she's using based on the voice clip, i suggest respect the "pattern of guessing/ diferente clips" adding 2 more (or reusing anothe ones.) this is useful to punish Peacock, tought.
 
So normally when Peacock teleports you can tell which teleport she's using based on the voice clip. However Anime Peacock has the same voice clips for every teleport. Guessing this is a bug, feel free to not change it though.

Yeah i hope this is dealt with in some fashion. Not liking the idea of peacock players being obligated to pick the voice pack, even if they don't like it.
 
If Tournament mode doesn´t desinable them, because you can tell which teleports she's using based on the voice clip, i suggest respect the "pattern of guessing/ diferente clips" adding 2 more (or reusing anothe ones.) this is useful to punish Peacock, tought.
Well there seem to be three different things she can say, "this is my hole", "warp", and I think the last one was "desu no". Since there's 3 clips and 3 teleports it seems simple enough to assign one to each type.
 
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Well there seem to be three different things she can say, "this is my hole", "warp", and I think the last one was "desu no". Since there's 3 clips and 3 teleports it seems simple enough to assign one to each type.

"desu no" for fake teleport, pls.
 
Other than the Peacock thing being an actual issue why would you ban voice packs at tournaments? Most of the characters already said goofy shit and it's not like they're any louder or harder to ignore in general.
 
I've never liked the fact that there is an audio cue on the port, personally. It gives people the ability to not guess if you run a low execution mixup. Which just forces higher execution mixups.
 
>> Fukua - Tender Embrace and Inevitable Snuggle are no longer strike invincible at any point, only throw invincible.

Funny, I didn't know either of these were strike invincible. I just thought Inevitable Snuggle had armor and that was it.
 
I am still under the belief that voice packs should be disabled during tournament mode. I know I'd rather not deal with that nonsense while trying to play a tournament match.

Does it really matter? Other than the example Peanuts provided I can think of no reason to disable them in tournament mode other than "I don't like thing"

Heck in some cases the person using the voicepack puts themselves at a disadvantage, like how Salty Parasoul has an audio tell for her HK overhead

Edit: RAAAAAWR
 
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>> Fukua - Tender Embrace and Inevitable Snuggle are no longer strike invincible at any point, only throw invincible.

Funny, I didn't know either of these were strike invincible. I just thought Inevitable Snuggle had armor and that was it.

It was actually a bug with those command throws having strike invul during their active frames.
 
Yes remove the alt voices full of memes, references, and puns in tournament mode in a game already full of memes, references, and puns. You might as well ban character volume for characters like Fortune or Peacock. This is almost as silly as the DoA community soft banning a certain selection of fan service outfits.

The difference between online and offline alt voices blocking is the opponent wouldn't care that you are not hearing their voice pack they picked since they could still hear it themselves while a removal in tournament mode would screw the person that does prefer the voices, but can't pick it. Some of the alt voice dialogue options could be tweaked though due to practical gameplay purposes.

I agree too that the voices are noticeably quieter then the default.
 
I was going to argue that the voice packs should be disabled in tournament mode because some people use the voice cues to time combos or react to moves and it'd just be safer not to have them. But then I remembered that a lot of anime games have an option for English / Japanese voices and I don't think there's a a standard on that.
 
Heck in some cases the person using the voicepack puts themselves at a disadvantage, like how Salty Parasoul has an audio tell for her HK overhead

People can't react to fukua's armored throw. I don't think parasoul's overhead is gonna make a difference.

Besides, salty para's throw clips are godlike. gotta use that voice pack
 
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I was going to argue that the voice packs should be disabled in tournament mode because some people use the voice cues to time combos or react to moves and it'd just be safer not to have them.
But then by that logic only default and an agreed second palette for each character should be allowed in tournaments, as players got used to visual cues to what the opponent it doing, and are distracted when they use a non-default palette for it.

So yeah, once the Peacock issue will be dealt with (which it will), lets not be silly.