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Taunt discussion

Zidiane

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Cerebella
So, I figured with both Peacock and Big Band having effects for their taunts, it seems like that may just be a thing now

Cellsai Edit:
Here's the inputs and effects for the taunts currently.

Peacock:

:LK:, :HK:, :MP:, :MP:, :U:
Guarantees the next Shadow of Impending Doom is a Tenrai-Ha (where a weighted chain and spike balls fall from the ceiling) if she fully charges it.

Big Band:
Most recent patch input: Hold :KK: for 4 seconds.
Currently :D:, :D:+:KK:
Planned to be :HCB:,:HCB:,:F:+:P:

Adds a multi-hitting finisher to his Super Sonic Jazz super. Also increases that super from 1 hit of armor to infinite hits of armor.

-----------------

So we could maybe talk about the effects future taunts could give characters.

Cerebella: Taunt to give 1-2hits of Super Armor that don't go away until she's hit (so she walks with them, and they apply to moves she does).
Taunt adds projectile to next Diamond Deflector without having to deflect (that or a Hol Horse reference on this move, maybe?)
 
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PW taunt: Extra hit of armor or more damage from staked armor on next hit. The first one is more fair.

PS taunt: I honestly don't know what to give her. Maybe just a start increase? More damage on next flashkick?
 
Didn't Mike say taunts with effects wouldn't be making it to SG? And that if taunts were added, the inputs would be VERY complex (Pea's is still the Tenraiha input, if I'm not mistaken)?
Not complaining. Just kinda surprised.

Anyway, for Parasoul should it be a Egret or tear buff? First choice could make shield Egret a bit more resistant and bike needing two hits to crash or, in the second choice, the tears having a slightly larger area of effect when bursting.
And how about 'Bella's buffing her throws so that they have less recoverable damage?
And Filia giving her a extra air dash (one use only; to use another, taunt again)?
And Eliza dropping more blood on hit. OK, too soon for this. (.__.)
In my humble uneducated opinion, the buffs should play to the character's gimmick/strengths like PW's being about her armor as konkrete suggested.

Just my two cents.
 
Pw taunt:

Immediate lvl2 or 3 stinger, or less startup time on lvl1 stinger.

Parasoul:

Can combo off of next hit sweep, or overheads become faster or tears explode much quicker.

Filia:

Dp does 2k damage no matter what

Val:

Lvl3 vials or faster startup command grab

Bella:

Excelebella, titan knuckle, and DD, drop opponents right where they are allowing Bella midscreen followups.

Squigly:

All divekicks become overheads, or j.hp loses its hurtbox for 10-15 seconds...

Ms fortune:
Gets 10-15% faster for 5 seconds

Double:

Next hornet bomber isn't duckable, or has invincibility. Or her swag wagon does more damage.



Lol just off the top of my head... Many of those are probably dumb.
 
Huh, what does Peacock's do? I hadn't heard about that one.

I do like the idea of Filia's giving her a bonus air dash, or a Ms. Fortune speed boost.
 
Huh, what does Peacock's do? I hadn't heard about that one.
Makes her next item drop default on Hsien-ko's Tenrai Ha thing if you hold it to level 3. The taunt input is the same for how it's done in Darkstalkers too.
 
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I would totally love that, heck maybe if they want they can for specific characters doing a taunt allows you to have access to a secret or hidden blockbuster.
 
Since Valentine's taunt will be taking a bite of a chocolate bar, it would make sense to give her a mobility based buff, such as a temporary speed boost and/or MvC3 Dante's Devil Trigger triple jump and air-dash.

That, and at least one taunt dialogue absolutely must by order of juju_for_president could be a reference to Punch-Out.
 
Hmm...I like the idea of taunts giving special bonuses, perhaps not what is listed here, but nonetheless. Considering this is a pressure/momentum game stopping to taunt should be rewarded.
 
Adam's taunt should give him access to Panzerfaust for the next Egret Call


...wait a minute.
 
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Fortune taunt doubles the amount of head bounces for her next snapback, and also acts like it would against a single opponent. (Wallbounces that restore OTG.)

Please please please.
 
Valentine: throws knives three times for scalpel super before they go flying (even more jojo-y?)
 
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....But one of her likes is Dark Chocolate.
tumblr_inline_mjpm1hoDd41qz4rgp.gif
 
Somebody mentioned the idea of giving Valentine a healing assist, so what if she had a taunt that heals a tiny amount of health and/or if you use it as an assist she heals the point character's health by a tiny bit?
 
Adam's taunt should give him access to Panzerfaust for the next Egret Call


...wait a minute.
This should be parasoul's.
Call LK: Cancels like normal, but Panzer jumps in from the sky and hits anyone near you when he jumps down.
Call MK: Panzer's dive blocks melee attacks too.
Call HK: Panzer riding on a little tiny motorcycle, more vertical range and eats projectiles with 3 hits of armor.
 
Typing this all out again because Tapatalk derped out aggghhh.

I already raised this with Mike and already got shouted at, but gonna post this again since I am a glutton for punishment. :p

Just for reference: I'm not a fan of taunts with (beneficial) effects in general, since I think that takes away from them being useless things that you do to, well, taunt your opponent.

Having said that, I am not against having taunts with effects, but I am a bit worried about them having complicated inputs (TRH, double HCF, etc.). If they are an actual gameplay mechanic, then giving them crazy inputs seems to go against Skullgirls's (read: Mike's) philosophy of not putting in unnecessary execution barriers in the game.

When I raised the point with Mike, he did point out that taunting wouldn't be the only way to get their effects and there would be simpler ways (in Big Band's case, maybe spending an extra meter). Still, if there are any real situation in the game where doing the taunt to get effect would be a legitimate choice, then I don't think giving it a complicated input is a very good idea.

Mike also rightly pointed out that this is impossible to judge since his super power-up mechanic isn't even finalised yet, but then I think it's better to point this out in the earlier stages of development rather than when his mechanics are already finished. Sorry, Mike. :P
 
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Just for usefulness' sake, here's the inputs and effects for the current taunts. I also added them into the OP so new readers of the thread can see em.
--------------

Peacock

:LK:, :HK:, :MP:, :MP:, :U:
Guarantees the next Shadow of Impending Doom is a Tenrai-Ha (where a weighted chain and spike balls fall from the ceiling) if she fully charges it.

Big Band
Most recent patch input: Hold :KK: for 4 seconds.
Currently :D:, :D:+:KK:
Planned to be :HCB:,:HCB:,:F:+:P:

Adds a multi-hitting finisher to his Super Sonic Jazz super. Also increases that super from 1 hit of armor to infinite hits of armor.

--------------

I'm on a similar line as Chrono with this. I like taunts and I loved them when they were going to have needlessly complicated inputs like Peacock's Tenrai-Ha input. They're pointless in a fight so it's totally okay to have to work for them with pointless execution barriers.

Once they started getting effects I felt they really shouldn't have complicated inputs anymore. Locking off useful techniques behind memorization puzzles and finger gymnastics just for the sake of it is an annoying hurdle. For something like Peacock's taunt it's fine because it's a fairly minor, awkward to access change that actually does less damage than her standard optimized combos, but if BB's taunt stays anything similar in effect to what is has now I think it's crossing the line a bit.
 
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PW: All armoured normals have armour from the starting frame to the last active frame for a limited amount of time.
Bella: The next Diamond Drop/Excellebella/Normal Grab leaves the opponent directly next to Bella, allowing a full combo. Lost if the grab whiffs.
 
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Once they started getting effects I felt they really shouldn't have complicated inputs anymore. Locking off useful techniques behind memorization puzzles and finger gymnastics just for the sake of it is an annoying hurdle. For something like Peacock's taunt it's fine because it's a fairly minor, awkward to access change that actually does less damage than her standard optimized combos, but if BB's taunt stays anything similar in effect to what is has now I think it's crossing the line a bit.

I agree with this 100%, but Big Band is far from finished. His taunt and its effects may be changed.
 
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both peacock and bb's taunts so far have been to the effect of "powering up the next usage of a specific move"

filia - next drill is twice as big and does 3 hits (eddie ex drills YEEEAAAAHH)
painwheel - next stinger causes a poison status equal to a valentine level 1 vial
valentine - next flatliner super ends with a mortuary drop at the end for small bit of extra damage

I agree with this 100%, but Big Band is far from finished. His taunt and its affects may be changed.
that is very true.
 
Typing this all out again because Tapatalk derped out aggghhh.

I already raised this with Mike and already got shouted at, but gonna post this again since I am a glutton for punishment. :p

Just for reference: I'm not a fan of taunts with (beneficial) effects in general, since I think that takes away from them being useless things that you do to, well, taunt your opponent.

Having said that, I am not against having taunts with effects, but I am a bit worried about them having complicated inputs (TRH, double HCF, etc.). If they are an actual gameplay mechanic, then giving them crazy inputs seems to go against Skullgirls's (read: Mike's) philosophy of not putting in unnecessary execution barriers in the game.

To be fair, there's a big difference between doing a complicated input while your at neutral (a taunt) vs. having to do it in the middle of a combo.
 
To be fair, there's a big difference between doing a complicated input while your at neutral (a taunt) vs. having to do it in the middle of a combo.
That's true, but it's still something you have to learn that you really shouldn't need to, especially since it's looking like every character will be getting their own unique "crazy" input.
 
Dunno how it would change the gameplay... Risk, reward, finding a time to use it... Yeah, could be a whole new game.

But everyone loved sf3 taunts (specially Q players) so why not test it in beta after beowulf is done?
 
I'm not a fan of getting benefits from taunting, once you give taunts a benefit it takes away the sting of embarrassing your opponent since it gives you a different reason to taunt.

But while we're doing this;

For Cerebella maybe a quick step forward when using her devil horns to give it some extra range.

For Squiglys I'm not sure. She's already powering up two things, maybe a range increase for Daisy Pusher.

I'm already a fan of some of the other ideas I'm this thread, especially @Zazz idea for Painwheel and @Horseman idea for Parasoul.
 
I'm not a fan of getting benefits from taunting, once you give taunts a benefit it takes away the sting of embarrassing your opponent since it gives you a different reason to taunt.

Nah not really. As a 3S player I can definitely tell when someone is doing a personal action just to be a dick over using it for its practical usage. Only Q, Sean, Dudley and Twelve are the ones you'll see using it more frequently for practical application.

Stun reduction PAs are only really practical in matchups where the character has the threat of dealing 100% stun really quick (e.g. Makoto, Denjin Ryu). Damage boosting PAs: if not for the purpose of making the next mixup/opening take the round and/or they're no where near you when they do it... yeah they're just being an ass.

Doing one beyond the bonus cap or after the round ends... being an ass.

Killing with one that hits... oh that definitely stings.

I'm not a fan of taunts that can be cancelled early like in SF4. Only Dan should be allowed to do something like that while everyone else should have to commit to the whole thing if they're feeling so brave.
 
For whenever Robo Fortune is a thing:
Taunt turns her into Mecha Zangief. Loses all air mobility and can't block but gets unlimited hyper armor on everything. Possibly drains meter while active or something. Input taunt again to turn it off.

Then again, this train of thought is turning taunts into actual moves, not just perks which I'm not sure I approve of. If taunts have big game altering effects, what's the difference between Valentine's Vial Loads and a taunt?
 
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I dont mind the complicated inputs as long as each character has only one. The bonus effect makes the complicated motion necessary since you SHOULD have to take a great or have great timing in a combo to get what is essentially a great bonus effect.

That said, here are my ideas

Peacock: NA
Big Band: NA

Filia: Combs hair for a bit while Samson makes a face. Effect: changes her lvl3 into Comb Graveyard (Kimimaro bone graveyard....with hair and combs) which hits either fullscreen at reduced damage or maybe justcovers the entire floor

Cerebella: Grabs opponent, presses boobs against them (like she does to Feng), and releases them(anti air version?). Effect: can combo into the next command throw but the followup gets scaled more.

Valentine: Eats chocolate. Effect: The scalpels in her next Scalpel super have strings attached to them; after the scalpels hit the opponent she pulls them to her and can continue her combo, but if blocked, then when she pulls the strings she puls herself forward and falls to the ground (red ground bounce).

Squigly: Sings yohohohooooo yo hoho hoooo (Bink's Sake): For the next5 seconds all herspecials can combo into each other or the opponent freezes for 2, maybe 3, seconds (scared stiff lol)

Ms Fortune: pulls off arm and scratch back ("I scratch my back, then scratch yours!"). Effect: the next cat scratch only does two very damaging hits (does about the same damage but scales less); it has a 1 frame window where her head can combo afterwards.

Painwheel: Tries to take mask off. Effect: 2 hits of hatred guard while flying/moving; stacks with any hatred guard move.

Parasoul: Pours out a can of salt. Effect: The next three tear shots dont disappear when she's hit.

Double: Makes the heads of other characters come out of her body and wail/scream. Teleport dash gets more invincibility and Filia slidegets 1 hit armor or passes through opponent depending on if the buttons were tapped or held, respectively; on hit, scales combo greatly to compensate.

Eliza: (normal form)says Boop boop be doop(does dance as well) or sings something from this
.
Sekhmet form: sensually(?) traces outline of heart with fingers. Effect: displaced blood moves faster (but she loses half her red life) and she moves faster in her normal form/ sekhmet form gets strength boost.

Beowulf: sits on the hurting and reads magazine /or puts one foot on the hurting, raises his hands in victory and looks left and right triumphantly. Effect: Hurting returns to him when thrown (ala Captain America) and his throws cause an untechable knockdown for a ten count, albiet at reduced damage.

Robo-Fortune: Does cartoony cat hiss(electricity emulates fur sticking out). Effect: Allows her to wall cling for a few moments and still use her ranged specials; cant block during wall cling and sliding down to ground causes a good bit of recovery.
 
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I love the idea of 3S taunts, but I am afraid it will take away from the true taunt aspect of taunt. When I play SSB I will taunt the shit out of my friends. I like how there is no benefit other than being an asshole. I know SG might make taunts to powerful where it loses its taunt effect.
 
I love that filia idea ^^
 
I don't know if I like the concept of buff taunts for every single character of a rooster but I do know that I don't like the random buff like some 3S character have.
 
I don't know if I like the concept of buff taunts for every single character of a rooster but I do know that I don't like the random buff like some 3S character have.
I play 3s a bit so maybe I'm misunderstanding what you mean by random buff. IIRC all the taunts has one or two specific effects. Unless you mean that the reasoning for the effects was arbitrary....in which case I partially agree.
 
I play 3s a bit so maybe I'm misunderstanding what you mean by random buff. IIRC all the taunts has one or two specific effects. Unless you mean that the reasoning for the effects was arbitrary....in which case I partially agree.
If I'm not wrong, for Chun Li's taunts, see might stretch different limbs and each different animation brings you a different buff, right?