Skullgirls Gameplay Discussion Thanks For Playing

Who complained about Cerebella’s damage output? This makes me hate the internet

I’ve gotten a few hate mails about how I kill in 1 or 2 combos.

When I don’t even.

Rekkas into head hit combos are what the head call allowed so that is no longer a possibility.

I mean fiber upper loops. Which is indeed tech I’m still testing.

Anyone who knows of Highschool of the Dead is ok in my book.

In any case, any tips on dealing with cerebellas tick throws? I know I can do 3 things: jump(gets punished by slap you silly), continue blocking(any ground throw will beat that), and pushblock which "should beat both options. However I’m having trouble with timing. My success rate is about 50/50, but even when I successfully pushblock and avoid the grab I’m left in the pushblock-stun, which is, to my knowledge, a constant and longer than normal block stun. This seems to just result in some the opponents canceling into super and just blowing me up that way.

Don’t get me wrong I’m practicing and learning new things every time I play, but I just want some good input from you all on how to deal with this.

Well…Bella did do a lot of damage. I never complained about it. I didnt mind honestly, but hey, it is what it is…

Oh yeah I can Touch of Death now. Thanks Pali for the tip.

The stuff I do, which is slightly fancier than what I see out of other Peacocks (I really wish it would get adopted. I get as much meterless as her standard air combo gets with Argus.), won’t be affected by it. Also hearing that teleport is the same speed, but with less start up and more recovery, is a relief. It should be easier to consistently lp teleport Parasoul’s tears.

Edit: Missed details about the meter nerf. It’s not necessarily welcome, but it won’t be a killer. I can imagine it’ll be rough for teams, who have an easier time maintaining distance. As a solo, I don’t usually get much time to charge.

You play solo bella. Huge damage comes with the territory. Goddamn idiots

Now I’m jealous. The entire time I’ve played this game only one person sent me hate mail.

Don’t take my sthick.

@Hawkinbird: I usually message “Free as the wind’ Endlbert Humpledick” in a link back.

or"Don’t drop the soap fukka" from two best friends play.

The only thing that was changed due to complaints was the invincibility on HK Hornet Bomber.

Everything else, Mike said he didn’t like where it was going or could lead to including stuff “we” didn’t find yet.

So, I’m still confused about one thing in the patch; do we know how IPS is gonna be affected by DHCs? Like, if I’m using Valentine, use up all my normals, and then DHC into Bella level 1 or level 3, would I not be able to continue the combo with Bella because of Val using up normals? Cause I’ve been hearing mixed things.

Well the current game remembers IPS stuff for different character separately, not just by player input in general so unless they changed that… He did say that the counter doesn’t get reset I believe, so the post-DHC combo might be limited.

No, I mean the combos I do. hold HP, do normals, rekka-rekka-release hp head hit. If lk fiber is used, it might be what mikez talked about along while ago about it being slept on.

Yeah, but now Peacock only builds 1/4 of what she normally does while charging item drop which REALLY hurts Peacock major in my opinion and I’m really hoping that doesn’t stay.

Were DLC characters mentioned?

I thought it was 1/3. Does she use that much meter? If it’s stuff like hit-confirming to Argus Agony from full screen you could save the meter for when you get a hit up close and need to build distance.

Yeah I really hope that doesn’t work after the patch. It should just remember what normals you’ve used with whatever character and apply it to both. He’s said before he could do that easily, and I don’t see a reason not to because combos can still be extremely long and extremely good if this garbage is left in.

SRK illuminati is real, i didn’t believe it.

Also peacock is now FF+

Yes. Still not allowed to say much on the matter

I kinda like the 2 full combos thing for select DHC combinations. Adds an extra facet to team-building. I agree they get too long though.

IIRC he said something along the lines that they are getting a better chance to really start working on the current one, now that some of the patch stuff is out of the way.