• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Skullgirls Rainbow Edition

missingno

8th Worst Valentine
Joined
Oct 9, 2015
Messages
1,284
Reaction score
813
Points
113
Age
32
Location
PA
Steam
/id/MegaMissingno
Valentine Robo Fortune Parasoul
One thing I really loved from older ArcSys games was unlockable EX/Unlimited/Boss variations of every character. I keep imagining what if SG had something like this. If you were in charge of putting this in the game, what would you do to the cast?

Remixed characters should be:
  • Notably different from the original, rather than just the same character but better. Use your imagination and give them a unique twist!
  • Not balanced. Ideally we would want them to be around a similar level of broken, if everyone's overpowered no one is, but just doing something fun and crazy should be the first priority. Take the wildest ideas you have and don't tone them down to meet the original cast.
  • Using existing animation frames only, no new assets. You can try to repurpose existing frames in a new way, but imagine the animators can't invest any extra work into this.
 
Here's a few of my ideas:

New effects on vials:
  • Cyan: Drains super meter over time.
  • Pink: Prevents the use of special moves.
  • Red: Cannot jump.
Remove Flew Shot, instead she applies vials with Countervenom animation, which acts as a real DP.
Dead Cross throws two crosses. LP does LP+MP, MP does MP+HP, HP does LP+HP.
Acquisitive Prescription changed to 1 bar (only does the Acquisitive Prescription version since we've repurposed Countervenom). Take an underused part of her old kit and put it front and center.
Faster startup on Mortuary Drop, applies vial on hit. Again, underused move made important now.
Maybe has the glide from her intro animation?

Has most DetMode effects active at all times. Can use both double-jump and airdash.
Explosion is now just a level 3 super.
Air Hyper Viper Beam. Uses H Beam animation, but with the bigger Catastrophe Cannon lasers.
Can throw Heads in the air like Akuma fireballs. L throws one, M throws two, H throws all three three. Uses either jLP or jL Beam animation.

Has most Hatred Install effects active at all times.
Flight replaced with 8-way airdash. Something that has yet to appear in SG, could be cool here.
Reimplement Pinion Dash and make it important. Maybe could be done in the air and fire off in any direction if the animation doesn't look weird like that.

Has Juggernaut's armor. That's it that's EX Band.
PPPPP for TUBA TUBA as an meterless special.
Taunt is now Q.

Completely new moveset, using animations from the rest of the cast she currently doesn't use. Could do anything with her really.
That one intro animation with the hand coming out of the floor is now an air-unblockable super. Buttons used determines distance, can catch upback from anywhere.
Catheads is no longer a super, instead a single Cathead can be summoned as a meterless special.
 
Eliza seems like a no-brainer considering the rework. Just have it so all her attacks generate blood droplets, and revert Sehkmet to meter drain instead of hp drain.
 
Fukua's shadow clone specials now hit immediately instead of being delayed when you hold the button. Holding the button instead summons a new shadow clone every 70 frames, hitting once a second while Fukua can take other actions.
Fukua gets a new Install where she summons a shadow clone/afterimage that copies all of her attacks and movements with a slight delay, like Ice Climbers in Smash
Squigly can charge multiple levels of her stances to be able to use her charged specials multiple times in a row without having to recharge.
Squigly can now act independently from both versions of Tremolo, being actionable after the first, close range hit and before the second hit. The uncharged version now also tracks to the opponent's location, similar to the charged version.

Divekick is now considered an aerial Stance move, using the same resource as her grounded Serpent/Kick specials.
Holding or cancelling the stance midair will give her a slight boost in height before falling, giving her more aerial maneuverability. The stance animation could use assets from airthrow and the flame from her Dragon stance.
The uncharged version has the stats of M Divekick, while the charged version becomes an Overhead and gains the followup of H Divekick.
The new version's H Divekick works similar to H DP, where it'll go through the minimum startup and immediately go through the attack, without the ability to be held.
Detonating a tear by making contact with a flame attack will create a new tear that'll travel like a Napalm Shot, with it's angle being determined by the move used. Full Venom mode.
The above ability will bounce off of walls once, and normal Napalm Shot bounces off of walls twice.
Annie gains a double jump in addition to her air dash. Similar animation to her normal jump, but with the star effects from her backdashes.
She can now use DP in midair. All versions have similar stats to M DP while covering different upward angles.
She can rebeat Air DP and Divekick into j.MK to boost aerial mobility. She can also double jump cancel j.MK.
 
Last edited:
  • Like
Reactions: Nuuance
Also yessssss pleaseeee. “Skullheart characters“ if they got corrupted or something. Honestly could be so fun & creative. Imagine unlimited tournaments oooh.

cant think of stuff for everyone but some ideas! (I’ll update gradually)

Shapeshift: Whenever double grabs opponent she gains ability to shapeshift into their normal version for 10 secs via 22k. transforming back has low recovery for sick combos. retain opponents assist choice if you tag out. she can keep upto 2 transformation charges (think nine the phantom). doesn’t gain meter in this form.

Imprint: new move. qcb+k. double uses her taunt animation to enter guard point & move used on double gets nullified (Val lvl2), copied & used as a reversal. Huge recovery tho. from now on she has the move as it normally is. to reset, hold qcb+k for like 90f. i love it because it requires true reads if you want to copy a specific move. Qcb+kk meterburn to steal Super!!!

now has shadow meter & clones fire faster. Holding clones depletes gauge & recovers naturally. Can grab or lvl3 to refill manually.

shadowstep: change places w/clone. clone destroyed after. half of shadow gauge depleted

Darkbomb: clone explodes. Depletes 1/3 of shadow gauge

F-Ism: 1 meter Install. Shadow mimics attacks slowly, moderately or quickly depending on activation. shadow meter starts slowly depleting
 
Last edited:
All Hatred Guard normals have the armor start frame 1 and it always lasts until first active frame. Fully charged it lasts for the entire recovery.
Flight now has 1 hit of Hatred Guard armor (gains +1 during install) and no longer has a limit on how many times she can fly before the timer runs out which lets her refresh the armor.
Pinion Dash now has 2 hit of Hatred Guard armor (gains +1 during install) and can be used on point with the same frame data as the alpha counter version. Damage return is 75% normally, and 120% during install. Armor starts frame 1, and lasts for entire duration of active frames.

Hatred install timer is always the max possible
Install now gives passive Hatred Guard armor.
New super where an H George will fly back and forth across the screen drop down a bunch of L George's, separate from the normal George limit.
All item drops can track to anywhere. In specific range's they'll track faster than before, but outside of that it'll be slower. L's ideal tracking is in front of Peacock, up to 1/3 screen distance, M's ideal tracking is between 1/3 to 2/3 screen, and H's is past 2/3 screen. For the hand contortionists, you can hold all 3 versions at once and can cancel multiple item summons into each other like you can with George's.
If you charge item drop long enough, it'll drop a free Lenny.
Bypass now has a 214K and 236K version, with 214 traveling a shorter distance and 236K traveling a longer one. All versions have the previous H Bypass's damage and previous L Bypass's startup and recovery. The different variants now travel at angles, with ground H going straight ahead, M being slightly upward angled, and L being more upward. In the air, L is upward angled, M goes straight ahead, while H goes downward. They can all also be backdash and airdash cancelled.

also P4A style statuses on vials:
  • Confuse: Messes up inputs in different ways. Lv1 swaps left and right. Lv2 rotates all inputs (up becomes left, left becomes down, etc.). Lv3 will rotate inputs, and then swap left and right halfway through the duration.
  • Charm: Drains super meter and health over time and gifts it to Val, and whenever the opponent gains meter or recovers health, a portion is given to Val instead.
  • Weaken: Damage scaling below X% is averaged with X% (80 for level 1, 100 for level 2, 120 for level 3).

New mechanics for building poison: instead of loading up a poison and having it be a one shot projectile, vial load instead changes what poison you're currently using and any dedicated "poison moves" will build a level on hit, and strengthen the poison level and add to the timer when you stack multiple of them in one combo. These can include moves like ground throw or 5hk and other attacks that would make sense to be laced with poison. Ground projectile is always Vial Toss, with ground H version having the same angle and then ground L and M being angled downward like M Luger. On block or if they hit the ground, they release a poison cloud similar to Arakune's curse cloud that will build up poison levels over time as the opponent stands in them, and will activate if it reaches level 3 poison or if a poison move hits. The cloud effect could either be the puff of smoke from val's tag out or any number of explosion moves that leave a cloud of smoke. By default, Val starts each round with the Charm vial.

Level 3 surgically changes the opponent into an L George who can walk around and do nothing until they turn back to normal w the smoke from val's tag out, and if possible, forces an opponent's teammate in with assist lockout for the entire duration.
Updo can recover in midair similar to Fiber's jump cancel, and can also be used in midair and can do the Missing Link Youzansen thing that lets Baiken just fly up forever if she keeps spamming it.
Air Hairball works like flight and she can go in any direction with hitboxes that last until the recovery.
Ringlet Spike is like a trap projectile and will stay active on the ground for a second or two even after Filia recovers, and she can press other punch buttons during the animation to send out multiple at a time like the mobile version of the move.
 
Last edited:
Has Juggernaut's armor. That's it that's EX Band.
PPPPP for TUBA TUBA as an meterless special.
Taunt is now Q.
This is hilarious lmao.
To add on to this make his sprite bigger and his hitbox disproportionately smaller than his body. Now he’s Bigger Band.
 
Cerebella now can use Cere-Copter similar to Painwheels flight, and all throws can be preformed in air.