My only initial worry about post patch is that peacocks meter gain nerf would probably mean you would have to probably start the combo 3.5 or so meters deep.
Oh ya, dont worry, its not a a practical combo at all lol. Need four meters to get to PW, and I’m pretty sure gonna need that 5th to complete it. I actually think it might wind up like… 500 damage short. Starts off an instant overhead from Peacock. I like to find fun ways to kill 5 meters in one combo, because I always drop my combos and never use meter. Ironically, I’ll never be able to do these in a real situation because I always drop my combos D: . I NEED TO SAVE METER SO I GET MORE POINTS WHEN I WIN THE ROUND! Uuugh someone help me out.
Instant overhead j.mp cr.mp cr.mk cr.hp s.hk LK George cr.mp cr.mk cr.hp s.hk LK George s.lk cr.mp cr.mk cr.hp s.hk Item Drop Charge Argus Drop Item Dash up s. or cr.lp (one hit) cr.mp cr.hp HP Bang! Argus DHC Hatred Install s.hp fly j.lp cr.mk s.hp fly j.lk cr.lk cr.mk s.hp fly j.mk cr.mp s.hk j.mp (all 4 hits) j.hp (cancel before it ends) j.hk s.lp cr.mk s.hp pinion Death Crawl.
For anyone who is bored. Crap, I just know it’s gonna miss the kill by a little D: .
Edit: Did it but forgot HP Bang and didnt do the right pw rotation, 12521 damage. ffff
Edit: Also accidental throw reset discovered. cr.lk after a loop/george Think fast!
Edit: Nope disregard, what the hell was that from…
Can you switch when Painwheel does j.MK? Since scaling is reset, would doing the s.HP, fly, j.MK first net you any more damage?
I wanna see them resets dawg.
i got a TOD woth my team that does like 1 point under the required damage to kill a ratio 2 on 1.00. costs 4 bars though so i pretty much always just go for the reset. i should really just go for it tbh even just once. i think it requires a certain starter though…
I understand completely, and it’s why I’ve been running Peacock/Filia lately. HK Hairball performs a similar function to HK Hornet Bomber but doesn’t have any invincibility. It doesn’t go full screen which is a big deal, but it’s similar in terms of blockstun and pushback on block.
As far as how easy it is to combo off the teleport crossup post patch, to be honest with you I didn’t attempt it. I will say I didn’t have trouble confirming into super off the assist, though.
It’s a bit easier
One point, huh?
Are you sure you just didn’t have “Death Allowed” set to no? The game will max damage at 1 point before death if you don’t set it to yes.
I am confused by the OTG system. With Filia I have a combo where I’m air comboing then I air dash into more stuff and then into a knockdown. After this in training mode, I pick up with 2LK into other stuff like a loopish situation with the hair drill, but most of the time I do it now it doesn’t pick up in actual matches.
What is the reason it does sometimes and other times it doesn’t? It doesn’t seem like it’s height or anything and other times it seems like it works so I have no idea. If it’s timing, am I supposed to do it earlier or later?
You probably should list the exact combo.
this sounds a lot like the whole debacle in the first 2 days of the game coming out. basically you need to OTG the opp before you see a blue ring appear when they hit the ground (the first impact is a red circle, and then a blue circle shows the moment the combo becomes techable)
what is happening is your opp is mashing their buttons in order to tech at the earliest possible moment, thus it is not actually a real combo. you will need to get the OTG in quicker than you are currently doing or rejig the combo slightly to give you more time to OTG. the dummy in training mode never techs any knockdowns.
you can also only OTG with a move once per combo.
I don’t really know if this is the place to ask this but whatever, does anyone know how the game determines a players rank on the leaderboard?
I always go up the leaderboard when I first hop online, but every game after that I go down, no matter how well I do. It’s not like this is a big deal, I’m just curious if anyone knows what’s up.
Mike explained it on a stream once. I’d dont remember which one, but someone here probably does.
I think it had something to do with your relative win rate when you first get on; i.e. for that day. Since you dont have any losses yet, you’re very high on the charts
If I was to guess, I’d assume you’re hitting your opponent with HK, and trying to OTG from there. You need to be pretty close to the ground in order to get a true combo off of this (ideally you should be restanding characters when you use j.HK like this. Easier on Para, Val, and Bella). Try getting in more hits of your j.MP, or adding a j.LK/P before your j.mp. Also, I think in the corner you can fit in a j.HP before your j.HK. Hope this helps
Wait… who’s saying Cerebella got nerfed? I only see buffs…
She got a damage nerf and her j.MP has more knockback if you chain into it.
does anyone know a good stream or a youtube that updates skullgirl matches regularly?
The damage nerf only takes, like, 25 damage off of select moves, and 50 for j.hp, which only comes into play for corner loops (only only select characters) or starting a combo. Per ground chain, you’ll at most do 50 less damage, and only if you intentionally use those attacks. For my bnb patch combo, I’d do 75 less damage… I don’t think that’s really even worth mentioning.
Second one doesn’t seem like a nerf, seems more like a change (I can think of a way it might be a buff, but I need to test it first). And it also changes the unchained j.mp, which means j.mp, j.hk will probably hit on everyone every time (buff).
The only serious nerf-change (aside from the potential buff) is the removal of the option select, which I never liked anyway; no one should have something like that. She’s even stronger on teams, with the change to her tag-in and MGR assist.
I grabbed more than I comboed, anyways.
Need some help clarifying the damage scaling.
“Attack damage scales down at a compounding 85% per hit after the 3nd hit in a combo. Damage scales to a mininum 25% for attacks with base damage of 1000 and above and 15% of base damage for hits under 1000 base damage. Throws with multiple hits keep the damage scaling of the first hit for the entire throw. Any combo after a throw scales damage as if the throw was a single hit.” - SRK wiki
So, when scaling down, what do I do with the left over percents? Like, the .25 in 72.25? If it’s scaled down to 72.00 for the combo dmg, do I then scale down 85% from 72.00, or 72.25? Also, the move Pummel Horse forces the scaling to 50%; does this mean if the scaling is all the way down at 15%-25%, it’ll go back to 50% and then scale like normal from there?
And finally, I saw this note in the Cerebella section; “Need forced damage scaling % for Diamond Deflector, Excellebella”. What’s that talking about? Is there some special damage scaling rule for those two moves (I can’t believe I’m still learning about Bella)? If so, or even if not so because there are special rules for Bella’s grabs, what other moves for any character have special scaling properties?