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Skullgirls PC Beta Updates Discussion

It's just... you keep making these posts where it seems like you ignored what went on in the previous pages and... ah forget it.

What I personally wish to try out:
- larger buffer for headless IAD -> buttons
- maybe possibly potentially an allowed follow-up on any number of Fiber Upper hits when headless (it'd open back up some combo routes, at least)
- knockdown increased hitstun on Sneeze (but only if the Fiber Upper suggestion is shot down because she really doesn't need both of these for dealing with people in the air from a distance) - I can occasionally follow-up from a stray sneeze hit, but other times it's like, "Wow that didn't do much but put my head on a longer cooldown"

Head attacks do rack up a lot of undizzy but I feel like her damage would get a big boost if it was lowered a bit. Like an extra chain's worth of damage on every combo she does.
Zoom hitting low and/or breaking armor is just no.
 
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There's absolutely no reason to give Zoom a low property or break armor when she has Nom and her body herself can create hi/low/throw mixups, but that's already been said quite a few times.

As it stands, I don't play fortune anymore and was never good at it, so take all of my contribution with a grain of salt, as you would on the internet anyways.

Increasing the buffer window for Headless IAD seems interesting enough if you make it so that it isn't something where you can buffer a normal and kind of.. sit there while you do it, until you do El Gato.

The only thing I can come up with in terms of tweaking her-- if she really needed it at all-- was changing the hitstun vs air from Feline Allergies. Knockdown from Feline Allergies seems really rough for a DP, especially if you consider the amount of reward you get from an entity that can cause that anywhere horizontally on the screen.
 
I don't understand why out of all the things that don't feel good about head-off right now Zoom is what some fortune players want buffed. IAD Buffer is the only change here I am 100% on board with.
I don't think it was even people who play Fortune that started and/or supported the suggestions for Zoom.
 
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Nah heres the plan they (secretly me) follow. Buff everyone, so that your own character will be buffed.
:^)

Now in all seriousness, I believe that if the head attacks added light or even medium undizzy rather than heavy, then there would be more incentive to use her. Right now, headless damage seems extremely situational and limited to consistency in the corner (from what I've seen). If her damage was made to be higher than it is , then more people might be interested. Headless has great pressure, but that comes at a price. Lack of invincible fiber upper and the heads placement being important are (possibly) there to offset her offensive capabilities. If headless got more of a reward for being played, then more people would play her that way. This change seems to not fix her defensive problems nor up her kill power too much. I'm just glad people never learned or used that ridiculous 13k combo (Its gone I hope).
 
About Fortune:

Fortune's c.lk should be either slower to shorter for the damage it can result in any situation. It reaches as far as mediums in the game.

Maybe she could run a bit faster headless since she's... "lighter" o_O'
 
i do read the posts but somehow some way someone took zoom hitting low(which i also thought was TERRIBLE but apparently no one read that) and turned into a Armor breaking zoom. I dunno man.
Relax lol. You could just say "it's a bad idea because..." and I'd take that.
 
And idk. You guys were talking about Zoom! so much that I just threw in a random idea. Plz buff H Axe Kick tho. If that's buffed all my dreams will come true lol.
 
Nah heres the plan they (secretly me) follow. Buff everyone, so that your own character will be buffed.
:^)

Now in all seriousness, I believe that if the head attacks added light or even medium undizzy rather than heavy, then there would be more incentive to use her. Right now, headless damage seems extremely situational and limited to consistency in the corner (from what I've seen). If her damage was made to be higher than it is , then more people might be interested. Headless has great pressure, but that comes at a price. Lack of invincible fiber upper and the heads placement being important are (possibly) there to offset her offensive capabilities. If headless got more of a reward for being played, then more people would play her that way. This change seems to not fix her defensive problems nor up her kill power too much. I'm just glad people never learned or used that ridiculous 13k combo (Its gone I hope).
I actually might have figured out a way to still get it. Although I'll wait until the final changed to reveal it lol. We should've done the same thing for the ground bounce. I'm sorry @Stuff lol.
 
I'm just glad people never learned or used that ridiculous 13k combo (Its gone I hope)
If you're talking about the head-juggling combo, someone please check if it still exists, because I don't remember reading an update note that would affect it.
 
I think it's just one of the many ground bounce combos inuchiyo did and well I didn't even practice it because I knew it would be gone the second I'd learn it. It's gone now.

I can set these up with an assist but it won't be as strong and I figure the second someone optimizes that it'll disappear too.

(Really my lack of trying headless is because I'm scared anything I do will disappear later being the character that gets nerfed or changed frequently)
 
I think it's just one of the many ground bounce combos inuchiyo did and well I didn't even practice it because I knew it would be gone the second I'd learn it. It's gone now.

I can set these up with an assist but it won't be as strong and I figure the second someone optimizes that it'll disappear too.

(Really my lack of trying headless is because I'm scared anything I do will disappear later being the character that gets nerfed or changed frequently)
SHHHHHH don't talk about it. Keep it safe until robo-fortune is out >.> LOL
 
Saving it for later won't change that Mike removes it later if it's truly broken. So don't be like that.

Even if you're scared it'll get nerfed it'll just get nerfed later anyway. So you either use it and fear it gets removed or have it and never use it. Either way, you've lost.

EDIT: Hell it might not even get nerfed and become a feature and that's cool.
 
If playing Xrd has taught me anything, its that you have to be careful with balancing puppet characters... fucking Zato.
 
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About Fortune:Fortune's c.lk should be either slower to shorter for the damage it can result in any situation. It reaches as far as mediums in the game.

Why would you remove her best normal? It's a 7 frame low and I think reaches as far as Eliza's and Parasoul's low which I thiiiiiiiiiiiiiiiiink are similar speeds. Don't hold me on that.

Also she's supposed to rule the ground and nerfing cLK would hinder that.

EDIT:
iNt4b7gstKyl2.PNG

6 frames
o9G7Y0N.png

7 frames
Q1ck0V7.png

8 frames

EDIT2: Oh it's actually 6 frames. I still stand by what I said.
 
So this is just a quick question on the priority of macros:
What is the current prioritized input on a quarter circle macro (so in my case an assist call so lk, mp) cause for characters with both kicks and punches associated with a quarter circle motion it would be nice to be able to chose which input is favored (eg. Fukua's drill or love dart cause this makes a huge difference). I hope this doesn't make me look like a complete moron....
 
I only think the penalties are too severe due to how much needs to be just right for headless Fortune to be optimal. They could be fine if it was easy. Sneeze knockdown sounds cool though.
 
So this is just a quick question on the priority of macros:
What is the current prioritized input on a quarter circle macro (so in my case an assist call so lk, mp) cause for characters with both kicks and punches associated with a quarter circle motion it would be nice to be able to chose which input is favored (eg. Fukua's drill or love dart cause this makes a huge difference). I hope this doesn't make me look like a complete moron....
I think what determines the button that takes priority should be the strength of the button, there's no reason you shouldn't be able to do inputs with kicks when there's something with a punch overlapping it.
 
Punches take priority. Did this as headless where 236 K and 236 P are something.
 
Is this confirmed? Cause I noticed the same thing.
It depends on the character
Squigly and Peacock have input priority on their K special moves, maybe some others as well

I think Mike asked at some point if someone would make a list of the current special move input priorities and what could be changed to make it more useful for most players, but nobody has gotten around to that
 
some characters don't even have that problem but anyway for fukua fireballs take priority over drills.

So yeah what zeknife said.
 
For some shit like s.hp xx H bypass Lock 'n' Load, you have to do s.hp assist call H bypass (with 2 or 3f of difference between them) to be able to pick the combo up with s.mk. It sucks and I could have been doing it with s.hp xx QCF HK+MP.
 
some characters don't even have that problem but anyway for fukua fireballs take priority over drills.

So yeah what zeknife said.
Yeah this needs to be changed I think.
For some shit like s.hp xx H bypass Lock 'n' Load, you have to do s.hp assist call H bypass (with 2 or 3f of difference between them) to be able to pick the combo up with s.mk. It sucks and I could have been doing it with s.hp xx QCF HK+MP.
Yeah I have to do the same stuff with Fukua's and Filia's throw into cilia slide conversion it's wicked annoying.
 
So this is just a quick question on the priority of macros:
What is the current prioritized input on a quarter circle macro (so in my case an assist call so lk, mp) cause for characters with both kicks and punches associated with a quarter circle motion it would be nice to be able to chose which input is favored (eg. Fukua's drill or love dart cause this makes a huge difference). I hope this doesn't make me look like a complete moron....

I made a thread about this issue here along with some solutions; MikeZ had this to say about it:

...the assist thing is probably not going to get taken care of so you might as well learn to play with it. :^)
 
Can't you work around it via neg edge?
 
Can't you work around it via neg edge?
I know you can utilize negative edge but I'm talking about using a macro for an assist call not two buttons. If there is indeed a variably favored input for each character that's kind of an issue.... I'm not one to preach but variability in a fighting game is kind of not good.... just make it based on the relatively higher strength input.....
 
painwheel and parasoul both have Punch priority, sort of annoying for painwheel but it's not that hard to just call assist right before doing the special, especially if you use macros for assist calls. if any change is made the only thing i would ask is that every character has the same priority of punch or kick, not specific to the character, but i think the way things are currently is fine.
 
painwheel and parasoul both have Punch priority, sort of annoying for painwheel but it's not that hard to just call assist right before doing the special, especially if you use macros for assist calls. if any change is made the only thing i would ask is that every character has the same priority of punch or kick, not specific to the character, but i think the way things are currently is fine.
That's what I'm saying lol.
 
I know you can utilize negative edge but I'm talking about using a macro for an assist call not two buttons. If there is indeed a variably favored input for each character that's kind of an issue.... I'm not one to preach but variability in a fighting game is kind of not good.... just make it based on the relatively higher strength input.....

a macro still pushes the two buttons, so it should work the same. The best would probably be the last thing you said, just make it based on the higher strength input.
 
a macro still pushes the two buttons, so it should work the same. The best would probably be the last thing you said, just make it based on the higher strength input.
Yeah I'm not a programer so I have no idea how hard that would be to implement. I just think that making it uniform and unbiased would benefit everyone (but that's just my opinion)
 
If there is indeed a variably favored input for each character that's kind of an issue....
Why?

I'm not one to preach but
Is this like "I'm not racist, but.."? It sounds like that

variability in a fighting game is kind of not good....
?? What are you even saying?

just make it based on the relatively higher strength input.....
Why?

I just think that making it uniform and unbiased would benefit everyone
Why?
 
@IsaVulpes why are you even debating this with me? Why? If I want to do a ringlet psyche after a macro assist call and I get spire why should I not be able to choose what I want? That makes no sense and leads to bias in the possible outcomes of an otherwise simple input. I mean if it was uniform for every character yeah I would be fine with that but why do some characters have kick as the priority and some have punch? That's just extra time that you need to put in to memorize something that should not be required. That being said I don't care about having to learn each one I just think it would be nice to be able to decide considering everything else players can customize in this game.....