He’ll see more teleports than you but have less input delay than you. It’s which you would prefer happening.
i really hope this is the case that would be awesome.
nothing better than to wake up @ 6am and listening to skullgirls’ theme - my 4yr old daughter practicing with Painwheel. lol.
just like I used to do 25 years ago with Street Fighter, before going to school.
Nice. I’m currently job searching with a loop of the main-menu music going.
Jaggerman has posted this in the art thread:
Any thoughts?
Very Professional. They got the shadow’s right in Picture 2. Not sure if the Napalm Tears gives off a yellow glow, as shown on new person’s shoe in third picture. But the fact that there’s no character profile means this troll (??) didn’t do a thorough enough job.
In other news, possible new-comer to Misfortune’s Team UnderBoob
That’s Persona. He is one of the animators/artists on Skullgirls, has been forever. You may know him from the wall of Aigis on Whiteboard Wednesdays.
The character is from a different game, this is just a what-if cameo situation in the style of Alex Ahad.
It’s possible that that is actually a still from the game engine, with the idle pose just swapped out for Filia, which is far from unheard of to test animations etc.
Google has dismayed me. For QETZL is right. Good call there.http://powerinstinct.wikia.com/wiki/Solis_R8000
Note that the eyes and names of the fighters are covered to protect the innocent. Cue Dragnet Theme
stick is fixed. come get meeeeeee
oh my lord that character design is ugly. holy christ.
Hey, here’s a question, does anyone know where I can find frame data on the specials in this game (the SRK guide only has normals)? I’m specifically wondering about Para’s light and hard Napalm Shots. I want to switch one of those in for my assist in place of Egret Charge (bike) because I’m not happy with its insanely slow startup against rushdown.
Also, if anyone has any experience using those with Filia, and has a preference either way, I’d love to hear your thoughts on the matter.
The only guy who would play locally with me ran Filia/Parasoul. Slow shot stays out longer and gives Filia better cover on approach than hard shot. You can move in pretty well behind it, and any long range attempts to punish are susceptible to Gregor Samson.
I prefer the Hard Shot because the Slow one is sloowwwww and I play Filia to go WTFOHMAGAD on my opponent, not chillax step step dance approach.
Filia just feels goddamn smooth. And all that fancy feeling of raw speed and scariness gets ruined because she gets *slowed down *by the Light Shot.
Slow one isn’t really safer anyways since tear explosion keeps people in check (possibly even better than the shot itself).
My issue is that I feel like there’s no legitimate way to play Peacock on point with HK Hornet Bomber assist in its current state without inevitably reaping the benefits from the invincibility aspect of the assist. This is what I want to get away from relying on, especially if I’m running a two man HK Hornet Bomber central Peacock/Double team, its whats ultimately motivated my decision to seriously pick up Filia for Up-Do. You’re absolutely right though that HK Hornet Bomber is still going to be a great asset to Peacock’s game and I have no doubt that it’ll still be relevant post-patch. The teleport mixups you were referring to in another post have definitely been a sorely missed aspect of my Peacock game since making the switch away from HK hornet bomber, do you know how much the changes to assist knockdown + the added recovery for teleport has effected the viability of those setups? Are they still easy enough to combo off of?
Thanks for the reply all the same.
And I have been playing with LK Hornet Bomber to pretty decent effect … just not so much for Peacock’s benefit. I really think LK Hornet Bomber is one of the, if not the best midscreen pressure assist in the game, as such its a natural compliment to a character like Filia’s gameplay. She’s a character that benefits pretty ridiculously from the ability to be able to have a lockdown assist available to her at all times and there’s no better lockdown assist (in my eyes) than LK hornet bomber which has the additional benefit of being invincible on top of being an easy confirm into whatever combo you want. The problem is what I inevitably lose in my inability to throw out an assist to keep people at bay from mid-full screen with Peacock.
Such is the 3 man team juggling problem I’ve alluded to:
Filia on point benefits from LK Hornet Bomber at the expense of throwing out things fullscreen for Peacock.
Peacock on point benefits from HK Hornet Bomber at the expense of Filia losing midscreen lockdown from LK Hornet Bomber
holy god the more i play with my fortune/bella team the more and more amazing synergeous kerfluff i find with them. im gonna post my findings in the relevant threads (probs just a copy paste) if anybody is interested in reading them.
7700 damage for no meter slurp
(as in it doesnt have any supers in it, not meter gain - meter loss)
I have to start posting things on my parasoul/double tech. I think there max damage has been pretty well explored, but I have a bunch of resets (though somewhat hard to execute) are very very effective, as well as some ideas on how they synergize.
I think I have a post-patch touch of death with Peacock/Painwheel. The problem is my execution is ass and I can’t complete the combo lol. It involves Charlie Brown loops to argus, item drop, standing chain argus to hatred install to continue facesmashing with PW. I will never let go of Charlie Brown loops. Never.
Tod on what ratio? 2-3?
2-2, 1.0 damage. WHY AM I SO BAD AT THIS, I JUST WANT TO KNOW IF IT KILLS!