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Hows Counterhits looking? Could you check LCH and MCH (j.mp probably most practical) on 1v3 to see if that TOD range increases at all, or gets easier, or works on mediums. And does HCH still kill 1v2?
I don't even need to test to say HCH won't kill 1v2 anymore.
NCH j.hk or j.hp will let you get the kill with a kanchou combo. May also do the trick for the corner combos shown in my video.
I don't know about LCH and MCH, it will surely grant the kill, but will it be practicle? I don't know. Busy perfecting Marie in the most wtf way possible right now, so I'll get on combo-making later...some day...maybe...except if @Mike_Z is in a hurry about that. Not sure we need to care about counter hit stuff though (as far as goes beta updates discussion).
I think High/Low indicators are pretty useless, but they sure are also just pretty. Got my boon.
I do think Crossup and Throw indicators would be more interesting to have..
Low indicator is all "WHAT", high is all "boohoo". What's not to love.
I like it. It's very helpful feedback to the players (and viewers) to see what exactly happened during a mix-up.
Also that Empty New Meridian is so desolate looking. Now I hope there's a chance they'll add some rain to complete their original vision of Stormy New Meridian as Squigly's stage (its in the gallery). Maybe reuse that cloudy sky with the lightning from the Rooftops Assault?
I'm free as hell to double's bandwagon super now with the changed dust. Honestly is harder for me to tell which side she is coming from. I think it mostly has to do with me just being so used to the old one and it literally being the opposite of what I expect it to be now.
Does anyone actually prefer this one over the old one?
Does anyone actually prefer this one over the old one?
I prefer the old one and don't believe the change was nessesary, however, the new one doesn't look bad at all and perhaps it helps some people. The fact it has been in the beta for quite awhile means it's probally not going anywhere, so you might have to adjust to it. Maybe we can get hearts instead of dust next, or perhaps rainbows.
I really, really, really like the overhead/low indicators for game play purposes, though I feel the heart looks slightly out of place.
I REALLY REALLY like HP Chair Toss assist, I'm kind of happy it exists. A different kind of AA assist that isn't just all kinds of stupid, it is medium difficulty to convert off but it has no pressure purposes and requires the chair to be ready to be used. I like it a lot, adds some diversity to the team building process other than "Does your team have LP Extend on it yet? No? Put LP Extend on your team idiot..."
Also the Wulf Cannon effect looks great, can't wait for the inevitable AROO, AROO, AROO voice acting that has to happen.
Re: crossup indicators in real matches
Eeeeeeeeeeeeeeeeeeeh it isn't 100% accurate so I'm a bit leery of this.
(Plus with overhead/low indicators, if you didn't see one then you weren't blocking = crossed up and holding the wrong side.)
now for sekhmet to be able to be grabbed and we cool.
You mean be unable to tech when it's not a CH throw? She can be grabbed as it is now.
I kinda think making her be unable to tech at all is a little too harsh, since she costs meter and all.
Though a lot of people just kinda assumed she couldn't tech, so maybe it isn't?
I don't even need to test to say HCH won't kill 1v2 anymore.
actually, just tested, an instant j.hp HCH starter followed with a kanchou devil horns starter, enough j.lp's and two titan knuckle copter enders is just enough to kill 1v2...
...
well now that I'm done forever with Marie, I guess I'll combo craft that shit...
The dust goes in the same direction the old one did, so not sure why it's confusing. Explain?
I think it depends on how you saw the old dust animation.
the new animation tells you which side of the screen double will enter from.
the old animation I always saw as 'which direction the car will be traveling' since it didn't always reach one end of the screen.
So if dust was kicked up to the left, the car would be traveling to the right (from the left side of the screen). this registered to me as 'going to the right'
now, the same input leaves a large trail of dust veering off the left edge of the screen, registering as 'coming from the left'
needless to say I've never had any problems with either, but I can see how one might.
edit: also I think the problems mostly arose form the old one? the new one is way better
Re: crossup indicators in real matches
Eeeeeeeeeeeeeeeeeeeh it isn't 100% accurate so I'm a bit leery of this.
Plus with overhead/low indicators, if you didn't see one then you weren't blocking = crossed up and holding the wrong side.
There's also the "makes it easier for the audience to tell whether or not something crossed up, thus making things a bit more exciting" thing, which I think would be especially better as the SG tournament scene grows with Beo/Robo F./PS4+Vita and more people who can't tell at a glance what happened are watching our bigger, higher-level-play tournament streams.
Though a lot of people just kinda assumed she couldn't tech, so maybe it isn't?
I had actually completely forgotten Sekhmet could tech. Not that I think she shouldn't be able to.
But I think the thing he was referring to was people being upset that the window to grab her after blocking stuff was too small? They were complaining about it for like a full page, I think it was about the blockstun meaning you only have a frame or two to grab punish.
Is it possible to get the following training mode features?
- Character incoming considered as reversal for practicing incoming set ups
- An option for random bursting and/or an option to burst randomly on the 1-5th hit (or whatever the max is on training mode) to practice burst baits
But I think the thing he was referring to was people being upset that the window to grab her after blocking stuff was too small? They were complaining about it for like a full page, I think it was about the blockstun meaning you only have a frame or two to grab punish.
A 2f punish (it's 2f) is still a punish. And she's spending meter for everything she does, so I don't think it should be super easy.
But I think the thing he was referring to was people being upset that the window to grab her after blocking stuff was too small? They were complaining about it for like a full page, I think it was about the blockstun meaning you only have a frame or two to grab punish.
I don't think it was only that, but also that if someone messed up a punish against Sekhmet, that in turn could be punished by a 2 axe starter into long combo, in which Eliza could do a lot of damage aka more than what the throw punish would be. Since it isn't that hard to do frame traps with Sekhmet, you end up in a situation where Eliza with meter has no reason to not annoy people with Sekhmet since the risk ratio is very much in her favor.
This is a thought I had for a while, but for people who have a problem with the damage like in the above comment, would it be fine if combos starting with sekhmet scaled combos faster ala Fukua fireballs/jHK? I don't think it would change enough of many Eliza combos damage wise to be a big problem, and Sekhmet would have a lot of the same utility so ideally it'd still be useful for conversions/resets/neutral reads.
Would it be possible to record instant jumping attacks to set as reversals in training? Like if a move comes out in the first or second possible frames after a jump when recording, the jump will also happen as a reversal
Note - the pixellated other characters during super flashes is related to the renderer update, I can probably fix it on PC but it will be present on PS3/360(/Vita) because it's much faster and superflashes do extra computation. Be distracted by all that stuff the main character is doing! :^)
Today's Patch Notes BGM™ is a song I have never been able to find the name of, so I've been watching this hitbox video by Xenozip to hear it for seven years now: MBAC: Frame and Hitbox viewer - Satsuki
Did they get rid of embedding videos? Aww.
If you haven't read Xenozip's blog, there's some really excellent analysis of various topics related to fighting games, although they stopped updating it a while ago. I wonder where they went...
General
- Parasoul's forward dash frame 3 now has a head vulnerable box. Hah. Thanks ViVr.
- Getting hit by an overhead is now a blue !!?, and the broken heart has been moved to being counterhit.
- The training dummy will now perform recorded actions As Reversal on incoming after a snapback or character death. Thanks IsaVulpes.
- Add Random choice for Infinite Escape option in training mode, will burst with 10% chance on burstable hits 1-10. Thanks a bunch of people, most recently ashxu.
Beta Experiments
- Snapback no-wallbounce no longer applies in 1v1, only in 1v2/1v3, thanks Luweewu.
- Superjump sound effect the 2nd - more bass, more swoosh.
Beowulf
- Updated NMO Arena / Empty Arena to hopefully improve performance. Thanks Willyyyyy!
- Jumping Wulf Blitzer directions re-ordered: LK is forward, MK is down-forward, HK is up-forward. It doesn't match the grounded version but it feels right to me...L is the same, and M is "where the opponent is if they won't be hit by L". :^|
- Chair Stampede returned to j.D+HK rather than jump and hold HK.
This is a thought I had for a while, but for people who have a problem with the damage like in the above comment, would it be fine if combos starting with sekhmet scaled combos faster ala Fukua fireballs/jHK? I don't think it would change enough of many Eliza combos damage wise to be a big problem, and Sekhmet would have a lot of the same utility so ideally it'd still be useful for conversions/resets/neutral reads.
That sounds like it would nerf the damage big-meter sekhmet combos pretty hard though. I like the idea that she can get a ton of damage from punishing something really unsafe by spending meter.
I do think it's frustrating that it's 2f punish. About as frustrating as trying to punish SDE updo -> gregor.
Having just checked, the lines in my version (as shown here) are also fixed now. So that's pretty neat.
Also I previously stated that I wasn't a big fan of how the wolf graphics were displayed in Beo's lvl3 moon flip, but I couldn't really put it into words. So I put it into a picture instead.
First picture is how it currently is.
Bottom is how I think it could look much better.
Re: crossup indicators in real matches
Eeeeeeeeeeeeeeeeeeeh it isn't 100% accurate so I'm a bit leery of this.
(Plus with overhead/low indicators, if you didn't see one then you weren't blocking = crossed up and holding the wrong side.)
Crossup indication of any kind would be fantastic.
Also I previously stated that I wasn't a big fan of how the wolf graphics were displayed in Beo's lvl3 moon flip, but I couldn't really put it into words. So I put it into a picture instead.
First picture is how it currently is.
Bottom is how I think it could look much better.[/spoiler]
"Skullgirls Betawulf Patch Notes - 1/28" - Today's Patch Notes BGM™ is a song I have never been able to find the name of, so I've been watching this hitbox video by Xenozip to hear it for seven years now: MBAC: Frame and Hitbox viewer - Satsuki
I also want to know what the song's and artist's name, why they didn't put that in the description :/
I kinda hate the game telling me I got hit low or overhead. Like I know I was holding up and got hit low thanks for rubbing it in game.
Yeah but joe shmoe with $15 in his pocket sees them and goes "hey that's like that other game I like" or "oooh THINGS!!". It's just bells and whistles that make the game look fancier.
I think of it more as something to help viewers and commentators
I know. But as someone who can't block an overhead to save his life constantly seeing it got me rather frustrated lol. Anything for those looking in to make things easier to understand is nice though.
A 2f punish (it's 2f) is still a punish. And she's spending meter for everything she does, so I don't think it should be super easy.
I totally agree that it shouldn't be super easy to punish a Sekhmet, especially because she bleeds meter for existing.
But there is the problem that the punishes themselves, even if timed right, aren't very viable. The axes have an enormous range that makes it easy for Sekhmet to be out of reach for a punish grab. Not even Big Band's enormous grab is safe from whiffing and being countered by axe.
Since Sekhmet's neutral mixup game is very weak, I think that currently the best thing you can do is stand on the anchor and wait for her to come back for a grab, without risking a frametrap or a whiff.
Also there is the fact that the only thing you have to be worried about while you have Sekhmet out is hitting LP and LK in different frames, because nothing comes out if you correctly spam throw to tech.
I was initially surprised by the fact Sekhmet could tech, but now I think it's a good thing she can. If she couldn't tech, the only thing you could do if you got her to neutral was to hope the opponent would fall for something or cry and bleed meter while you wait for them do a throw combo on you. This last paragraph is stupid and this is what I actually think.
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