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Skullgirls PC Beta Updates Discussion

Oh god this ringlet experiment hahaha. Oh man hope it doesn't stick

hmmm this J.hk change... I don't like it. If I were a Filia player I'd rather it be techable when landed raw than not having a good overhead to use. Having it techable made it a 50/50 where if you guessed wrong your opponent got out of pressure for a bit which I felt was fine.

Yo Feelia players. Could she still do IAD J.hk mix ups, or was that gone in the previous beta experiment too?
 
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Not sure if I am comfortable with ringlet spike being a better safer low-profiling silver chord (Sans armor breaking and invincibility on hit)
Silver Chord is a 2f link to combo after at fullscreen? I never knew.
 
Silver Chord is a 2f link to combo after at fullscreen? I never knew.
Uncharged silver chord doesn't even reach as far as hp ringlet (Surely the most fair comparison, though admittedly nobody uses uncharged silver chord outside of combo extensions)

Filia also has ringlet xx gregor if she has a read or punish at that distance.

Edit: Actually she doesn't even need a read to convert with gregor at any distance with this experiment, just do it after you recover for guaranteed combo and otg to spare
 
can't she also wavedash? has someone experimented with that yet? sounds deadly

I also fear the hitstun will ruin fortune's head when headless. whyyyyy
 
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If I'm reading it correct, this filia j.hk change makes the most sense by far. No longer an overhead but can still crossup.

So filia still gets the stupid dash crossup cheese, but not the same side instant overhead cheese. Seems like a good balance though id love to see the move get slightly less hitstun as well, but oh well.
 
Totally not liking meterless throw conversion for filia though... This is an incredibuff and i personally dont think she needs this kind of buff at all.

Like when compared to pw, who has meterless conversions, painwheel doesnt have anywhere near the ability to confirm while also having pressure and beating out pushblock the way filia does, nor has filias speed or priority.

Comparisons between the 2 characters arent easy, but as both being pressure based mixup attackers, it seems imbalanced for filia to have meterless conversions midscreen along with crazy priority, crazy pressure, crazy mixups even with the j.hk nerf and so much ability to beat pushblock while simultaneously going for the hitconfirm.
 
nor has filias speed or priority.

Filia has good priority now? Even after all the hurtbox changes? Compared to the disjointed boxes of PW's cLK and jMP? Slow is a PW thing yes, but priority...
 
I can't Beta so take with grains of salt but

Impression: This is a pretty orgasmic buff to Filia (at least compared to prior experiments)?

j.HK being an overhead or not doesn't matter too much - you still got IAD j.LK for your quick overhead needs, and nobody blocks downforward ever, so if you do a j.HK crossup, it still hits.
.. Half the j.HK crossups are silly midair ones anyway, where it doesn't matter for crap whether it's technically an overhead or not.
This removes a bunch of damage from stuff like corner mixups, as you can't do 9HK AD jHP jHK 9HK AD jHP jHK or w/e anymore, but I don't see how this hurts her reset potential per se.

j.HK not being techable is pretty big

And this Ringlet buff sounds sickfuckshitlolwhat
You can now do random Mp.Ringlet against eg Peacock allatime - before, you'd not really get anything out of it because Gregor would fly into some walking George; now you just get meterless conversions?
Does something like corner combo c.LK s.MK s.HK xx L.Ringlet, 9HK AD jHP jHK, s.HP, jMP jHP jHK AD jMK jHP etc work?
And meterless throw converts are obviously kindofabigdeal..?
Does Ringlet at least scale combos now (like L.Nail does)?

I don't really get why Filia players would complain about this
 
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Comparisons between the 2 characters arent easy, but as both being pressure based mixup attackers
I dnno
I always felt PW is much stronger if she hangs back, puts out good hitboxes, tosses some nails, and baits you into going in at wrong spots, avoiding/armoring your attacks and counterpunching;
Than the Filia type Dashdashdash IADIAD jHKHPKHKHSJFASKJaaaaajalksjdklAJSdkl.. overall I don't think the characters play similarly at all; I'd rather compare PW to Valentine
 
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Characters are getting more fun tools (as experiments).
I dig the hell out of this.

And yeah, I don't think j.HK hitting mid will be too terrible. Still have to guess left/right, you still have IAD j.LK, you still have IAD j.MP > j.HP fast-fall, you still have IAD throw whiff -> low/throw (which is better now because she doesn't have to spend meter to convert if the change sticks), etc.
 
so dimex you're saying you would like filia to be reverted back to normal?


This is a silly question to ask. I dont think anywhere did i ever say that. But to play this silly game i will answer:

I'd rather play against old filia without the meterless throw buff than this new one. The throw and ringlet buffs are likely to be seen or threatened multiple times per game whereas the hitbox nerf on j.hp and j.hk is unlikely to vastly affect the way she plays. So in other words i see an exchange of strengths and weaknesses being made and a net buff overall... And hell no i dont want filia buffed.

@IsaVulpes

Yeah agreed. Totally. But these characters dont exist in a vacuum with no regard to each other. They have to play against each other and at that point the differences and strengths get compared. Pw does hang back a bit. But... So does filia. Any new filia that just goes in gets destroyed for the most part. Filia likes to bait people into her iad range, pw likes to bait people into her fly j.mp range. Neither character can win by hanging back and neither can just go in balls out, they both have to bait and be a bit patient. Pw gets air to air confirms though, whereas filia gets crazy block pressure. It is hard to compare them, but i do think that in certain circumstances they are comparable, and meterless versus non meterless throws were one of the big points of comparison for me. Another big one was filia not having a safe on block dhc, and painwheel not having any kind of dp assist.
 
j.hp didn't change.
 
Does Ringlet at least scale combos now (like L.Nail does)?

Yeah, it's like a throw. I get like 4.1k off the first raw spike combo I tried. You'd definitely want to reset off it early.

The standard encore corner combo with Filia where you do a launch j.HP j.HK xx H airball adc j.MK(2) j.HP drops most of the time on most characters at either the j.MK or the j.HP. I can get it occasionally but it used to be universal and undroppable. Just saying in case Mike is looking for stuff that's gotten off with the changes.
 
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Thank you for answering a silly question. its just a remark on all the people that just seen filia as some x-factor.

overall i believe this was just a good buff for filia which is just awesome
 
Filia has good priority now? Even after all the hurtbox changes? Compared to the disjointed boxes of PW's cLK and jMP? Slow is a PW thing yes, but priority...


Priority is a filia thing, yes. Her j.hp is a 10 frame startup heavy. Thats basically the same speed as pw j.lk (9 frame startup) so its the speed of a weak attack and the range of a (pw) heavy attack, along with the damage of a heavy attack.

Her j.lp is also stupid good, but few people use it because iad j.hp bs. And finally filia has rather good ways of putting her priority out there without just iad.

A pattern that one of my filia partners has been using which kinda wrecks painwheel, is dash jump j.hp xx airdash j.hp. This literally goes full screen so its exceptionally hard for pw to space against. And pw doesnt have the greatest of options against iad j.hp either, so basically filia kinda beats pw at range because of dash jump stuff and upclose because of iad stuff. Armor is kinda useless in the matchup because filia breaks armor on a whim (airball or iad j.mp or hairball or crossup stuff) and filia has a super that mashes out of (some) pw resets for free whereas filia iad j.hk crossup or non crossup is basically invulnerable to deathcrawl and gets pw killed so pw has to get out of filias resets via actual skill whereas filia can just do iad mixups all day.


the matchup is far from unwinnable or a 7-3 or some such, pw j.mp still puts in mad work at neutral... But that and j.hk are quickly becoming the only thing i can really do in the matchup at neutral besides like Hail Mary air supers and such.


As i said it isnt doom and gloom like im making it out to be, but the matchup is anything but comfortable for pw, and i dont think pw wins it. It seems an easy 6-4 imho and why would i want a 6-4 matchup against me to be buffed in favor of the advantaged character...
 
Looking forward to testing the bae when I get home. However I see these changes as buffs to Filia.
 
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in the end filia has....

a crossup that's still godlike

a meterless throw.

a ringlet spike that's virtually a frame reset(back to 0 or was it +1?)

and untechable j hk.

Bad or nah? i think we good.
 
Now if only mike z would make Filias ground hairballs have frame data like fukuas drill
 
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Can I make a request for Fukua? Can you make it so that tender embrace and snuggle what ever the hell its called (the two QC grabs) does not auto correct when crossing up/under?
 
No Isa when I cross under using cr. mp into cr. hk into grab I want it to be QCF grab for the low start up grab not QCF and get tender embrace (its just a bit confusing and I could probably practice it but 0 fucks given so....)
 
So you want Fukua to do the move in the wrong direction, grabbing air?

As a non-Fukua player...Yes, this would be awesome
 
I don't like the change to filia's j.hk. Primarily because I feel it ruins my j.lk > j.hp to fast fall mixup since they no longer have to block high after the j.lk. Also j.lk whiffs point blank mid screen, so now filia has no overhead at point blank unless you are in the corner.
 
Can I make a request for Fukua? Can you make it so that tender embrace and snuggle what ever the hell its called (the two QC grabs) does not auto correct when crossing up/under?
Hell no.

if anything from fukua the only thing that would be fun for a one day experiment would be.................
A) fukua's L shadow after a grab snags the characters and pulls them forward like if you regularly got hit by L shadow
Answer to this: HELL NO

B) fukua can cancel air grab to air drill or fireball BUT cannot combo into it.
let mike do his thing and play it out for a few days THEN report on it. also stfu about fukua.

Edit: @joshb911 you mean QCB and input mess ups which is your execution failing you. QCF is the tender embrace and QCB is inevitable struggle. know your character
 
I don't like the change to filia's j.hk. Primarily because I feel it ruins my j.lk > j.hp to fast fall mixup since they no longer have to block high after the j.lk.
Use j.lp at that spacing. It cancels into j.lk j.hk so you still get 2 overheads or a fakeout.
 
Hell no.

if anything from fukua the only thing that would be fun for a one day experiment would be.................
A) fukua's L shadow after a grab snags the characters and pulls them forward like if you regularly got hit by L shadow
Answer to this: HELL NO

B) fukua can cancel air grab to air drill or fireball BUT cannot combo into it.
let mike do his thing and play it out for a few days THEN report on it. also stfu about fukua.

Edit: @joshb911 you mean QCB and input mess ups which is your execution failing you. QCF is the tender embrace and QCB is inevitable struggle. know your character
1. Your not lab zero so your opinion does'nt matter

2. A simple I disagree here's why would suffice

3. Explain and support your argument

4. request for air grab to cancel air fireball into otg setup (get at me did)
 
(its just a bit confusing and I could probably practice it but 0 fucks given so....)
It's how every move in the game works, so yeah practice it

Also j.lk whiffs point blank mid screen, so now filia has no overhead at point blank unless you are in the corner.
You have a much better low/throw game though, and how often are you truly point blank?

Hell no.

if anything from fukua the only thing that would be fun for a one day experiment would be.................
A)
B)
I don't think either of these sounds any fun at all
Fun things are "More movement options", or "New buttons to press in neutral", or "Sick reset tools" or even just "Same things as before, but they look prettier now"
I don't even really understand B but it sure doesn't sound like something that would make the character more interesting to play or to fight
 
overall isa it was meant to be:

i don't want anymore changes to fukua. she's ok as she is at the moment.

What i would really like to see is using shadows in the air using the j hp animation but that's NEVER going to happen
Edit: also the Air shadow allows ground bounce just for shits and giggles
 
Use j.lp at that spacing. It cancels into j.lk j.hk so you still get 2 overheads or a fakeout.

Doesn't work for most of the old setups because it's not possible to hit the j.lk after j.lp without either comboing it or running out of height and landing - j.HK only worked because you could hit the button at extremely low height and the momentum stop would make it come out.
 
I just feel theres absolutely no use in Filias Ground M.K Hairball or L.K version