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Skullgirls PC Beta Updates Discussion

Too soon.
It's never too soon, my Squigly laughs of happiness after knowing that that bs is not longer possible.
 
You think being able to dodge a projectile that doesn't stop until it finds its target is bs?
 
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You think being able to dodge a projectile that doesn't stop until it finds its target is bs?
When it comes from a character with poor movement and approaches then yes, yes it is.
 
Is it intentional that you can't pushblock in the middle of RF H Beam? I realise I can just git gud and avoid it so I don't get opened up for blocking a beam but why git gud when you can complain.
 
Is it intentional that you can't pushblock in the middle of RF H Beam? I realise I can just git gud and avoid it so I don't get opened up for blocking a beam but why git gud when you can complain.
Her other beams can be pushblocked? because if that's the case, then there goes my hopes of making her my main......gonna stick with Beo, Squigs and Eliza.
 
Her other beams can be pushblocked? because if that's the case, then there goes my hopes of making her my main......gonna stick with Beo, Squigs and Eliza.
Um, yes you can pushblock anything you block, even in the middle of multihit attacks (RF H Beam being the only exception so far).
 
Is it intentional that you can't pushblock in the middle of RF H Beam?
It is not intentional that you can't pushblock the middle of anything. I just fixed car, but I won't be touching Robo for a bit.
 
Why does it say "Like other projectiles, there is no meter generated on whiff." for Fukua's fireballs when every other projectile generates meter from the character just doing the move?
 
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Maybe since she's a filia clone, fukua is getting put in the trash?

Either that or peacock nerf is incoming.

Unrelated, but Mike, are you still considering a rematch feature on QM, or is that too much work to bother putting in?
 
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Hm sage. He placed some sort of distance dependent meter gain for 'compensation'. Like if you hit or make them block fullscreen then you gain more meter where if you whiff...well you know that. I see your point though that she may be the only character to have this limiter placed on. I'll wait for mike's input on the matter but its w.e to me
 
Why does it say "Like other projectiles, there is no meter generated on whiff." for Fukua's fireballs when every other projectile generates meter from the character just doing the move?
I think that should be "UNlike". @render

@alexpi
Considerin' yeah, but that isn't Beo or Robo or mrph mrph so it's not anywhere near a priority.
 
I think that should be "UNlike". @render

@alexpi
Considerin' yeah, but that isn't Beo or Robo or mrph mrph
Uuhhh, I've been really dumb lately, mind if I ask (something I guess that others can answer me of course) the definition of "mrph mrph"?
 
Why does it say "Like other projectiles, there is no meter generated on whiff." for Fukua's fireballs when every other projectile generates meter from the character just doing the move?

Where the hell does it say that? You're talking about Fukua's fireball, no?

Here's the text from her tutorial

Love Dart
Fukua summons forth a ball of energy and hurls it toward the opponent. Or in the case of the {lp} version, sends it plodding across the ground to hit the opponent in the shin.

Love Dart is performed by inputting {qcf} + {ap}.

Love Dart (air)
Fukua can also use Love Dart in mid-air. The trajectory of the shot will change depending on the button used.

Love Dart (air) is performed by inputting {qcf} + {ap} in mid-air.

Love Dart is a vital element to Fukua's ability to control space and keep the opponent pinned from afar.
 
When's Triple patch?
 
Shutting up everyone in a room with one mumbling? There's got to be an achievement for this!
 
Sad that blitzer is -2 on block. I thought +0 was pretty fair. I might have misheard, but it was changed to -2 because you could space blitzer to be better than +0 on block in the previous patch?
 
"- Reduced the echo on ground tech lines so the opponent's response happens earlier."
*Weeps silently*
*goes to check the new colors, notices Blonde Squigly is not longer there*
*weeps even harder*
*Goes to check the new Beowulf additions*
*feels a little better*

And that was my beta experience today, i'm actually really loving the new colors so far and the new sounds for Beowulf are amazing, one of the best updates so far.
 
Finally my corner combos with s.hk xx L shadow work on Eliza and Squigs.
Now it only whiffs on double but I think that's intentional (?)
 
Filia's Air Hairball is -10, and it's still hard to punish. I don't think a multi-aimable version of Air Hairball being -2 is anything to complain about.
 
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The Great Recolorening!
COLORS FOR EVERYONE, my goodness! Everyone now has 25(!) colors, and things got shuffled around some. Enjoy the new visuals. This was a lot of work, so if you really like 'em, tweet some thanks to Brian @Skullgirls. :^)
(Before you ask, colors 19-25 will be FREE additions with the Beowulf patch, colors 13-18 are still part of the DLC color pack.)

General
- Final music for NMO Arena and Empty Arena! Brenton Kossak and Blaine McGurty together are THE MEN. Tip ya hat in their direction if you see 'em walkin' around somewheres.
- Fixed-up Glass Canopy and Final Atrium a little bit more. Thanks Willy!
- Fix Squigly, Eliza, and Beowulf's positions on their tripped animation. Thanks LazyBakemono.

Beowulf
- Soooooounnnnnnddddddddddsssssss! So many sounds! Stage-specific sounds, hype-specific sounds, ref sounds, unique commentator lines...sounds of all kinds! Thanks for the hard work Vince, and of course thanks to his VA, Kai Kennedy!
- Chair now has a sound cue when it is ready to be picked up, with different pitches for P1 and P2. (If -useclipboard is enabled, the sound cue repeats every 90 frames, to help blind players.) Thanks lirin!
- Chair now flashes when it is ABLE to be picked up, not when it is ALMOST READY to be picked up. The distinction is important.
- Reduce probability of screaming in j.MP, and he won't ever scream as a hop attack. Don't worry, we're lookin' out for ya...
- Does not play ground tech VO when teching off chairless c.HK or Wulfdog.
- Chair is locked out for 60f longer when tossed as an assist.
- s.MP mic drop will only add hype on hit once per combo; on whiff or block, it will always add hype.
- Jumping during a Clinch no longer allows landing into ground actions, unless he's in Wulfamania. Wulf Shoot->jump->land->ground action is no longer possible, he will always do Canis Major Press before landing. Airthrow->land->ground action is still possible.
- Canis Major Press Pin will only happen when winning the round; requires maximum hype and checks by applying 3500 damage, subject to damage scaling and character ratios. tl;dr if a 3500 damage regular attack would kill them at that point, you will get the pin.
- Linker versions of Wulfdog and Wolf Press Slam during supers will no longer kill the opponent, only the finisher versions will.
- Middle headbutts and knees during supers will no longer let the opponent tech if not followed up quickly enough, they go back to grab mode. Final versions still release the opponent as normal.
(tl;dr Wulfamania no longer lets the opponent escape unscathed in the middle if you screw up your timing.)
- Wulf Blitzer D and DF are now -2 on block.
Big Band
- Fix bug where ground tech VO would not play if ground teching after a j.HK where he didn't ground tech.
Cerebella
- Does not play ground tech VO when teching after Grab Bag. Wow, old bug.
- Diamond Deflector reflect window +4f, now same as retail even though the retail version was a bug before. Thanks drewski.
Double
- c.LP +2f hitstun, now combos into c.MK and s.HK just like s.LP. Blockstun unchanged. Go me.
- Lv5 now displays time remaining using super meter. Thanks...someone?
- Car is now pushblockable in the middle, thanks c_wraith!
- Hopefully fixed weird landing bug with teacup. Thanks Baiken!
RoboFortune
- More effects! Yes, we know there are errors in some of them.
Squigly
- Reduced the echo on ground tech lines so the opponent's response happens earlier.
http://steamcommunity.com/games/208610/announcements/detail/208629832876436973
 
The talk about the changes to Beowulf's pin got me thinking, does his level 3 command grab have the same minimum damage scaling as other level 3 supers?
 
*goes to check the new colors, notices Blonde Squigly is not longer there*
*weeps even harder*

There's, like, 3-4 colors I see that she still has blonde hair. Might have to be a bit more specific.
 
There's, like, 3-4 colors I see that she still has blonde hair. Might have to be a bit more specific.
In the regular Skullgirls when you choose Squigly with MP, she has blonde hair and a black skirt, but know she has a different Palette swap there.
 
Did beo's chair toss really need more cooldown? As an assist, you already had to wait longer than usual to call him again because you had to wait longer than the regular assist lockout time due to waiting on the chair.
 
In the regular Skullgirls when you choose Squigly with MP, she has blonde hair and a black skirt, but know she has a different Palette swap there.
Mike changed the orders around

things got shuffled around some.

It may not be the same bind anymore, but it's somewhere. Unless it's not.
 
Mike changed the orders around



It may not be the same bind anymore, but it's somewhere. Unless it's not.


It's not! Black+Gold Squigly is gone.
 
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Yes.
The cooldown was already longer than any other assist, why did it need to be longer than that?