Don’t change the Super. I think it’s awesome that it does that. And besides, if they really want to use that super against Fortune, they can just do it in the air.
Oh… that’s a glitch? I thought it was just my 360 acting funny. It has happened to me four times, but since it wasn’t gameplay related I thought maybe Skullgirls was too much for it to handle or something.
Apparently if you set s.HP as Fortune’s assist and do a stunt double into Fortune when she’s headless she will still do her head-on s.HP animation. With a second head.
Complaint is that I wasted my bar to get one rep out of a full screen super because it picked up an assist or fortune’s head and leaves me in a bad position to get picked up. I play solo valentine and need every hit.
So I was playing Filia/Parasoul and realized that if I called my assist and whiffed a throw immediately after, the assist character would simply come in, do their exit animation and leave without actually performing the assist. I was using Napalm Pillar assist, but through further testing I realized it wasn’t the assist, and this actually affects Filia, Cerebella, and Parasoul herself on point. If those 3 characters call any assist and instantly whiff a throw, the assist does not actually activate but will still come in. Just found it strange, not sure if anyone else has posted about this.
Is Pummel Horse for Cerebella supposed to miss some point blank crouching characters and hit others? Like, Valentine misses unless you hit her with the very edge of the hands, but Peacock (I’m almost positive) hits even if you are as close as you can be.
Ya I found this out when I button mapped throw+assist to 1 button. When I push it, it either dashes and calls assist or tries to throw and assist comes and taunts.
Hey Mike_Z, I’m not sure if this has been reported yet but I noticed on stream (I can’t remember which one) that if one player is in character select and the second (before selecting team size) opens button config, that the character model will load above the button config window background and below the text. I’m not sure which console they were running it on, but I’m assuming it’s an issue with the code and not console/HDD. More specifically, it happened with Fortune.
I don’t know whether these are intentional but I’ll mention them just in case. Cerebella’s run MK followup goes through gregor samson. If you use a launcher to otg and jump cancel it you can’t call an assist.
It seems if Painwheel is at the lowest possible point she can get in flight mode, she is vulnerable to all ground grabs. AA grab even seems to whiff even though the very edges of her hitbox and the AA grab seem to cross.
Fuck, shes even immune to grab bag at that point. wtf.
Is it intentional that the DHC window on Parasoul’s Egret Charge super is super small? DHCing from, not into. You have to DHC early to get it, and if you try DHCing it later (while the background is still dark), it just doesn’t work.
Not sure if this is a bug or intended, and it’s pretty irrelevant anyhow, but whatever:
Damage scaling is said to work at a “compounding 85%” after the first three hits;
that’d be 100% - 100% - 100% - 85% - 72,25%.
However, it only deals 72,2% - easiest to test with Filias cr.MK (4hits) > s.HP;
Her standing fierce deals 1000 dmg unscaled so should do 723 now, deals 722.
This is the case at all %ages, e.g. after 8 hits it should be at ~44,37%, but the fierce deals 443 instead of 444.
Whoever programmed your damage scaling doesn’t know math! :arazz: