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His command grab is BB L A-Train/Val M. Drop, not Bella's DDrop or Fukua's Snuggle. And the fear of M/H A-Train isn't there.
He isn't littering the screen with hitboxes.
What is his Fortune's head or Squigly stancel? Blitzer?
Blitzer for mobility is a Filia hairball/airball minus the air action afterwards (still better every other way though).
IMO and he's not finished so it's just rambling I guess.
Difference between Blitzer and Hairball is that Blitzer is super positive on block as opposed to the punishable hairball.
I just ran a set almost to 50 with @Elda Taluda who might have some things to say as he was playing Beo/BB(A-Train).
I am actually pretty impressed with Beo. His mobility is shockingly good. Wolf Blitzer had him flying all over the screen, jHP shuts down... a lot. His command throw shouldn't be understated. Elda kept catching me by using it as a tick throw or covering it with an assist, it's reach is pretty solid.
I think it is way, way too early to talk about whether he is good or not, but like I said, so far I'm pretty impressed. At the very least, he looks super fun.
I thought his mobility was decent until I went up against peacock, fukua, and parasoul backed with assists and then I feel like I need to go chairless to armor my way through stuff because blitz just gets stuffed out by everything.
He can even cancel the startup frames of his command throw into the anti-air super to really mess with your head.
He can cancel into AA super as long as he's in the crouch part of the tackle grab, which you can also just press buttons since I don't think it's invincible to strike or armors through.
He's not complete, I think grab mode is fun, I just don't see a standout strength or trait he has. Again, IMO.
I just ran a set almost to 50 with @Elda Taluda who might have some things to say as he was playing Beo/BB(A-Train).
I am actually pretty impressed with Beo. His mobility is shockingly good. Wolf Blitzer had him flying all over the screen, jHP shuts down... a lot. His command throw shouldn't be understated. Elda kept catching me by using it as a tick throw or covering it with an assist, it's reach is pretty solid.
I think it is way, way too early to talk about whether he is good or not, but like I said, so far I'm pretty impressed. At the very least, he looks super fun.
did you beat j.hp with grounded armor attacks for free?!?!?
Armor is definitely very strong vs Beo (disproportionately so). I think Buer's are too because he doesn't have the defensive mobility (can't block during Blitzer) to punish them, even on whiff.
I think it is a fair trade off since j.hp was shutting down nails even at full screen and trades exceptionally well with everything in the air (except charged j.hp of course), but yeah... armor is strong in it.
Does that mean throw indicators are gonna happen?
The beam ends after you parry two hits and she goes to the second part of argus, looks super weird.
Oh, that IS weird! Yeah lemme fix that.
@ people bitching about Beowulf (already? Man.)
No airdash, no doublejump, a one-use projectile. Mobility is okay, but if you see a j.HP or a Blitzer you can do your preferred AA of choice because he can't block in any fashion, j.HP only goes into Blitzer which also can't block. Chicken-blocked Blitzer is minus a bunch. I don't mind him getting untechable knockdown with Splash because it doesn't reset undizzy and because there were PAGES before of how totally useless untechable knockdowns are so I'm choosing to ignore both sides and say, things that have him using grabs are cool. @worldjem
Chicken blocking j.HP is a valid thing, I'll fix that.
@Fortune people
Only one comment about new head kick? Surprised!
if you see a j.HP or a Blitzer you can do your preferred AA of choice because he can't block in any fashion, j.HP only goes into Blitzer which also can't block. Chicken-blocked Blitzer is minus a bunch.
Oh holy crap I'm the worst at reading patch notes.
Anyway Fortune can hit her head a bunch but it'll be active every hit. That's super cool! I can only imagine hairball would help it the most. Or copter.
Still thinking about the head losing its trajectory when hit out of the air. Good, bad, I dunno yet. Maybe it's both.
And yes hello I use the decap attack thing all the time to hit incoming characters or when the opponent hangs on their side for a really long time. Also the most consistent way to do it is launcher Lfiber jHK
I've been doing s.hk, L fiber, j.lk, j.mk on the head everytime I get the chance, it's safe and easily confirmable most of the time. even if the opponent blocks, the head ends in a great position to keep pressuring
One thing I just noticed, eliza's little taunt after she does her assist makes a red heart pretty similar to the CH heart-break, I got a hit when she was doing that and thought I had a CH for a second.
Didn't have too much trouble with it, but maybe some people will so might be worth noting.
The new Fortune head kick is great. Having the head become active when you hit it out of decap attack after launching it in the air is something I wanted when that change was made. However, it seemed too good by itself to just launch your head at someone and hit them with it/force them to block it from the air so I understood why it didn't work that way. Letting Fortune do that but also letting the opponent hit the head back on reaction seems fair to me, since its an option you have but isn't free if your opponent is paying attention and expecting it.
Good question! 2nd part (that everyone forgets about) too?
no it's not. But speaking of, I've always wondered why Para's jab is so minus. she can be reversal thrown on hit for some reason. I figured maybe it was to encourage spacing? still can't out space some supers though, and her jab is pretty disproportionally minus compared to others in the game. (squig's is +9 even)
Here is everything Val has that is - on hit and the rest of the moves if they're multi-button-hit.
cr.LK1 is -1 on hit, -4 on bolck
cr. LK2 is +3 on hit, +-0 on block
s.LP1 is +1 on hit, +4 on block
s.LP2 is -4 on hit, -1 on block
s.LP3 is -1 on hit, +2 on block
s.MP1 is -1 on hit, -2 on block
s.MP2 is +4 on hit, +3 on block
s.MK is -3 on hit, +-0 on block
s.HK1 is -11 on hit, -16 on block
s.HK2 is -12 on hit, -17 on block
s.HK3 is sliding knockdown on hit, -21 on block
cr.HP is -6 on hit, -19 on block (but there's jumpcancel so ehhh)
edit: j.HK is also -13 on hit if you don't land cancel it early, e.g. directly after launching.
no it's not. But speaking of, I've always wondered why Para's jab is so minus. she can be reversal thrown on hit for some reason. I figured maybe it was to encourage spacing? still can't out space some supers though, and her jab is pretty disproportionally minus compared to others in the game. (squig's is +9 even)
Probably because s.LP is the longest range jab in the game, which also happens to have a big disjointed hitbox. It probably has pretty long recovery (for a jab) to keep people from just throwing it out there constantly.
Plus you can always chain out of it if it connects.
cr.LP is +3 on block. Use that if you need a close range poke or a tic throw or something.
However minus Val's cLK is (and her 2nd cLK is +3/0..), she got access to
sLP: +1/+4
sLK: +5/+3
cLP: +4/+7
And can always chain into cMK which is +2/-2 (or sMP(2) which is +4/+3, or sMK which is -3/0, or cMP which is +2/-1)
I can't remember if I used this one before, I should be keeping a list.
Today's Patch Notes BGM™ is Rydeen, by Yellow Magic Orchestra. This track is 80s as all get out, but the reason why is that YMO and Kraftwerk were the pioneers of synthpop!
YMO was an innovative group in many ways, including being one of the first to use the 808. Look 'em up!
General
- Bugfix, kinda: When grabbed, your horizontal position is now reported as "a minimum of 25px in front of the position of the object grabbing you". Fixes Parasoul's Egret Charge and Beowulf's grab mode finishers+assist. THIS MIGHT BREAK THINGS. IF THIS BREAKS SOMETHING please let me know in comments or on Skullheart!
- Fix Argus first laser vs Big Band's parry. Thanks CaioLugon!
Beowulf
- MANY more clean frames! Don't tell us about any errors yet, this is first-draft art. There are some errors, we know.
- Automatic assist Clinch finisher is now Diving Wulfdog instead of Wulf Press Slam. Easier to combo after, more damage, doesn't require OTG, AND saves memory. The last one is the important one... :^P
- HP Hurting Hurl assist is now also strike invincible (how did I mess THAT up?). Thanks CodeKid.
- Opponent is knocked further away by HP Hurting Hurl.
- j.HP (both versions) moves opponent downward more quickly if blocked, to help with chicken-block punishes. Thanks worldjem!
- Added moon on burst. Thanks render!
- Moonsault can land on the chair, damage adjusted for last hit when you do/don't.
- Colored in Moonsault wolves to help with framing the shot, heh. Although they should probably go behind him now... Big Band
- Make Lv5 input slightly easier when done as a standalone move by allowing LP to be released when MP is pressed instead of requiring both being pressed. Eliza
- s.LP hitstun 20f->16f, knocks airborne opponents slightly higher.
- Dive of Horus scales damage to 66%. For the amount of general utility the move has (allowing full conversions, side switch, huge bounces, etc.) I think this is fair enough. Remember, regular 66% scaling happens about 6 hits in. Painwheel
- Synced Hatred Install sound with flashing, from now on.
And at the risk of being hated forever because of asinine requests:
Is there a chance that maybe possibly headless (and only headless) could follow up from any hit (and just hits) of fiber? It's already no invuln and it'd be kinda nice to use my AA/mobility option in a more scary fashion.
(I really don't like requesting things. Makes me feel like a jerk telling someone how to do their his job.)
some graphical notes for beta consideration (as always, these are opinions and not bugs)
Beo
- the lvl 3 three wolves looks a bit better, but not perfect. (here's my suggestion from a few days ago). maybe put a black layer underneath each wolf to block out any intersecting lines?
- shouldn't using blitzer light up beo (like how levi's fire lights up squigly?) beo is covered is WRESTLING ENERGY but he isn't any brighter on dark stages.
Eliza
- Recent episodes of the Jojo's anime have brought it my attention that maybe Dio Eliza's assistants should probably be colored as Anubis & Petshop. They are both playable in the capcom game after all.
- Make <Big Band's> Lv5 input slightly easier when done as a standalone move by allowing LP to be released when MP is pressed instead of requiring both being pressed.
I don't think headless sucks. I just don't think the benefits of headless are outweighed by the negatives.
+ Headless can make just about anything safe if your opponent is sandwiched between it and Fortune
+ Access to a really quick (and practically safe) over head
+ Possible full screen confirms with Nom if your opponent is being reckless
+ Meterless ground and air throw conversions provided the head is around
+ Can combo from Furrserker Purrage if head placement is right
- Managing the heads position is paramount and can be difficult in some match ups. A lot of characters can lock the head down if you put it in a bad position, with your opponent almost always having the advantage if they choose to harass the head. This forces what should be a boon in Fortune's neutral game completely around. She can't afford to just sit and eat what is practically free damage for the other player. It puts her in a terrible situation that I find is too easy for most characters to do.
- Loss of both meterless reversal options
- IAD options are noticeably slower and weaker
- Damage is distinctly less than Head-On.
- Reset options are not drastically better than Head-On especially when you get less damage overall
- No more hard knockdown with headless Furserker Purrage.
- OH MY GOD THE PAIIIIIINNN (corner combos against Fortune and her head)
Headless Fortune is still fun and there are instances when it should make sense to use it. But at the end of the day I don't find myself thinking "Man, I could've won that if only I'd gone headless!"
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