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Been playing around with Robo Fortune.  I found a pretty decent combo.  Here is some footage of it.

 

https://www.youtube.com/watch?v=bRtM7u0vXkI

 

The inputs are:

x2 S. LP

X2 S. MP

C. HP

Jump

J. LK

J. MK

J. HK (Hold down slightly on the controler.  You have to be slightly lower than your opponent on the last hit

Jump

J. MP (this is almost instantly after hitting jump)

x2 S. LP

S. MP (you can do x2 of these if they are close enough

S. HP

QCF HP

 

It does roughly 20% on average, and if the chain counter resets at any point (so it's not a true combo, but if your opponent messes up and you can keep going), you can get upwards of 30-40%

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I refuse to let this thread die.

 

For those who don't know the Beta updated yesterday.  It didn't change much but it added the ability to change the announcer to "Soviet".  Here is me running through Arcade with the soviet announcer.  Also Beowulf's theme is a bit less electro-pop and a bit more rock.  I like it.

 

https://www.youtube.com/watch?v=1Wb6gy2iWhg

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So I just noticed that the combo shown here:

 

https://gifyoutube.com/gif/m69kLz

 

Is not only easy to do but does 47.5%

 

yes it requires a level 3 ultra but for a true combo that's stupid.

 

You can pump out like 1% more by cutting out 2 hits in the chain, but that requires you to be more precise with your hits and makes the combo a bit less safe.

 

Can anyone thing of how to expand upon this in the corner to get even MORE damage?

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I DID IT.  I got my Beowulf combo to do JUST BARELY 50%.  You can do the combo from anywhere, but to actually do 50%, you need to wind up in a corner on the hit that drops the chair, so that you land on it at the end of the combo.  Here are the inputs:

  • J. HP to lead
  • S. LP
  • S. LK
  • S. MK
  • C. HP (Launch)
  • J. LK (you have to be fast here.  If you don't land this quick enough then the air series will not hit correctly)
  • J. MK
  • [Hold DOWN] J. HK (holding down drops the chair as it spikes)
  • C. MK (this move is interesting.  If you use it on an opponent that is on the ground it will start a grab)
  • [Inside the grab] HP, HP [Grab ends]
  • (Walk forward slightly, and as soon as you see movement, hit) S. LP
  • C. MP
  • C. HP
  • This part is very tricky.  The launch will have your opponent land right in front of you.  Just before they hit the ground, you need to hit them with a C. LK.  The tough part is the timing, but it's easy enough once you get it.  My suggestion is to go into training and slow time to 75%.  It makes it easier without making comboing a pain.
  • C. MK
  • C. HP (as this is the 2nd time it is used in the same combo, the launch will barely do anything, but it sets up for the final hit)
  • Three Wolf Moonsault (Back Quarter Circle + PP | Consumes 3 bar)
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Peacock is just a pain cuz she has a ton of moves that have priority over yours.  However you can just Wulf Blitzer (FQC + KK) 3 times ti get behind them, or strategically burn an Airwulf since you can combo out of it immediately after you have reached the peak of the arc, allowing you to hit opponents you would land on top of.

 

If you want to be really pro with Beowulf, try doing his dash grab (FQC + Grab) in the middle of your combos.  If you have enough hitstun, not only does it reset the combo meter (removing negative damage multipliers and constraints that naturally occur while comboing, such as the fact that you can only pick someone up with C. MK once per combo), but it continues the combo.  There is an absurd amount of startup, so it's very had to actually find a move that has enough hitstun for you to land it, but it can be done.  I face a Beowulf online who was doing that.

 

I need to play around with it more.  Will let you know what I find.

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https://www.youtube.com/watch?v=aPRAcLKffvg

 

Well....I figured out how to work it.....

 

This does ~65%

 

SIXTY.  FIVE.  PERCENT.

 

Regardless of what you might see, this is a true combo.  It is impossible to escape the hurtbox of the grab before it reaches you if timed correctly.

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Beowulf doesn't fear the reaper.  He IS the reaper.

 

That aside, I have two questions.

1) What are you using to record?  That video looks wonderful.

2) Should I perhaps upload a match I had with Timeskipper a few days back?  I want to be wary of copyright policies and stuff though o_o

 

1) Just fraps.  Somehow I found 3.5 for free.

2) As far as I know, Lab Zero holds no claims on youtube videos produced with their content.  Unlike larger companies like Nintendo, they seem to actually endorse people to upload Skullgirls content.

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Learned a new combo with big band.

 

Also found out that Big Band and Beowulf Synergize surprisingly well.  I only wish Beowulf has some better assist options.  Currently I just use Beowulf's s. HK.  It's slow, but if it hits it staggers and lets me go off on my combo, plus it can cross up since it's slow.

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https://www.youtube.com/watch?v=ZltHnicKltQ

 

74.6% with enough room from the opposite edge of the screen.

 

fite me :Kappa:

 

[spoiler Inputs]

  1. cr. LK
  2. cr. MP x2
  3. s. HP
  4. j. MP
  5. j. HP
  6. j. HK
  7. [Forward, backward or don't ground tech to land in front of enemy accordingly]
  8. cr. MP x2
  9. Beat Extend (H)
  10. [Timing here is a bit weird for small characters. don't do the following sequence right away, or they will not be on the ground at the end of the combo, and so you can't finish it properly.  Give a very slight delay]
  11. s. LP x2
  12. s. MK
  13. j. LK
  14. j. MK
  15. cr. LK
  16. cr. MP x2
  17. [Hold back as soon as you start entering the 2nd MP]
  18. s. HK
  19. Take the A Train (H) / Brass Knuckles (H) [Some characters like Robo Fortune have very weirdly low hitboxes when launched by the s. HK, and thus they can't be grabbed by Take the A Train except in the corner off a wall bounce.  In a full screen situation like this one against said characters, you must use Brass Knuckles.  You can use Brass Knuckles instead for any character, but Take the A Train does slightly more damage.]
  20. Strike up the band / Super Sonic Jazz.[/spoiler]
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That time of the week again.

 

3kgYw5j.jpg

 

Tested out the new stuff for Robo.

 

As stated, only Back QC + MK does anything right now, and what it does is plant a mine consuming 1 head that explodes when it is either walked on or after about 3 seconds (I didn't actually time it, but thats what it feels like)

 

Honestly not that great unless in a corner.  Decent for zoning.

 

The super on the other hand.

 

It basically like beowulf's QCB + KK.  It's an anti-air grab that moves halfway across the screen and proceeds to slam with a hard knockdown.

 

This knockdown IS NOT invincible, and therefore you can OTG with something like c. LK > cr. MK

 

However, like all combos, you can only OTG once per combo, and so this move is not ideal if you have already OTG'ed.

 

It does barely any damage and is useless as a finisher, but it's a fantastic combo extender.  If you go into an air series and land before your opponent, you can just use this, consume 1 bar, and combo from there.  Plus it helps you get into corners faster.

 

 

>104 hits

Remind me never to vs you again.  The most I can pull off consistently is like 33 or something.

 

Also that little honk at the end of the video made it complete.

 

About 75 of those are just from the super and Beat extend.  Plus you CAN ground tech off the screen bounce, unless I ground tech into you and catch you off the first ground bounce.  Vs. some experienced players this combo actually isn't as successful as you may think.

 

Also the only reason this does so much damage is because big band's Strike Up the Band does so many freaking hits it's like "negative damage multiplier due to excessive combo state?  The hell is that again?  I'm to busy hitting 50+ times whilst not advancing that state."

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Get Hyped guys.

 

https://www.youtube.com/watch?v=NLfBunsHU6A

 

But what I really want to direct your attention to is this, also posted on the official Skullgirls channel:

 

https://www.youtube.com/watch?v=nNR2q8QYOPY

 

THAT STAGE MUSIC THO.  I feel like I jut booted up my SNES and am about to play some mother freaking Gradius and have a good time.

I mean it's only natural since it was composed by OUR BASED GOD Michiru Yamane who also composed CASTLEVANIA: SYMPHONY OF THE NIGHT.

 

Even if Robo isn't my style if this stage them sticks.....dear lord I will play nothing but this stage.

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Yeah, the great thing about the Beowulf combo is you can use Air Wulf after the C.HP if you only have two bars, or even his S.HP if timed correctly in the event that you only have one.  Same applies to Ms. Fortune being able to swap out her second S.HK for Cat Scratch Fever if you only have two bars.

 

As for adding to the combo, I don't think it's possible to do so after that finisher, as the combo already uses its ground tech after Gigantic Arm.

You can catch them in the air with the Cr. LK.  The timing is very very tight (like 1-2 frames) but it can be done.

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https://www.youtube.com/watch?v=8C5ZqisoOYM&feature=youtu.be

 

Does a total of ~9000 damage, or 58%

 

If you don't want to end it with the jump laser, you can finish on the ground by setting a head mine. It won't combo, but if you immediately do an overhead with the right timing, it's almost a guaranteed mixup so you can start your combo again.

 

Needs a grab reset though, so imma see if I can find a way to make it better.  Pretty much everything except a grab though triggers and infinity breaker.

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Indeed.

 

BQC + LK and + HK were added as head actions.

 

LK makes the head charge forward and home slightly

 

HK consumes all heads and launches an appropriate amount of missiles upwards, which then proceed to fall on the opponent.  They are very easy to dodge by moving in 1 direction

 

Her new Super is BQC + PP.  It consumes 3 Bar, and puts Robo in a rage-like state.  In this state, Forward Jump, Forward Dash, and forward walk speed is increased by 20%.  Backwards movements of the same actions are increased by 10%.  Additionally Robo can deploy Heads 10 frames faster (roughly 25% faster)

 

This state lasts for 700 Frames (roughly 10 seconds), after which robo will explode, taking 2000 points of self damage, but also damaging an opponent caught in the blast.

You also build essentially no super while in this state.  This state cannot kill you with self damage.  Even after 700 Frames have passed, the super will not go off if

  1. Robo is grabbed after the frames have passed.  At which point the explosion will occur on next hit after the grab, or returning to neutral after a grab
  2. Robo is tagged out.  At which point the counter will freeze.  The countdown will resume and Robo will explode upon tagging back in (she will NOT explode on assists)
  3. Robo starts a super.  This is a good one.  Just before you explode, you can try to catch them in her Magnet, slam them, at which point they will get stuck in the explosion. and you can start to combo.

This level 3 also has 2 pallet exclusive easter eggs.

If using the Varia Suit pallet, Robo will glow yellow as if Samus was charging her laser.

If using the Gravity Suit pallet, Robo will instead glow a rainbow of colors, like she does in the final phase of the fight with Mother Brain in Super Metroid.

 

If using either of the aforementioned pallets, the graphic of the first explosion will be replaced with the graphic for the Power Bomb from Super Metroid.  This has no effect on damage output.

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New Robo Fortune stuff was added, including her taunt and her final Special Move: Danger!

 

Danger's various levels have various ranges and effects.  Her taunt makes it so the next Head Salvo move launches double the missiles (so 18 if you have 3 heads)

 

But more importantly, Danger! allows my little combo to not require a grab reset in the corner for less damage, but more reliability:

 

https://www.youtube.com/watch?v=Suc6AdlIfB8&feature=youtu.be

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I've tried so flipping hard to learn painwheel.  my fingers just aint fast enough to flight cancel her laggy moves and continue to combo.  you really need a fight stick or just plain crazy coordination.

 

But nice match.

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Trust me, I can't play her at all either. As you might have noticed, I haven't made a single combo with her so far. My only shtick is abusing her range and trying to hitstun enemies for long enough to reposition myself. But I do love the girl, she's possibly bestgirl along with Val, character-wise. Gameplay-wise, I dunno because I'm a scrub who doesn't know how to play.

 

I mean, it's no easy watch, but this will tell you everything you need to know.  I just can't execute it worth crap.  timestamps are in the description

 

https://www.youtube.com/watch?v=d5znoYSbL18

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I don't think it's been mentioned in this thread just yet so...

http://www.eventhubs.com/news/2013/may/15/skullgirls-team-hopes-roll-skullgirls-2-after-theyre-done-dlc-characters/

 

Skullgirls 2 potentially happening.  According to what I hear this will be the one with the big canon story.  If this happens ofc

pXko4lG.gif

Fighting games have stories?

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  • 1 month later...

It's called Skullgirls Second Encore. Here's what it's got:

Fully-voiced Story Mode
Responding to fan demand, the story modes for Skullgirls 2nd Encore will be fully voiced! Featuring some of anime’s best and brightest, the new voices bring Skullgirls’ deep characters and lore to life.

Here’s a cast list:

Filia: Christine Marie Cabanos
Samson: Patrick Seitz
Cerebella: Cristina Valenzuela
Peacock: Sarah Williams
Parasoul: Erin Fitzgerald
Ms. Fortune: Kimlinh Tran
Painwheel: Danielle McRae
Valentine: Laura Post
Double: Charlotte Ann
Marie: Kira Buckland
Squigly: Lauren Landa
Leviathan: Liam O’Brien
Big Band: Rich Brown
Fukua: Christine Marie Cabanos
Eliza: Michelle Ruff
Sekhmet: Wendee Lee
Albus: Christopher Corey Smith
Horace: Sean Schemmel
Beowulf: Kai Kennedy
Robo Fortune: Kimlinh Tran
Skull Heart: Cassandra Lee & Cristina Valenzuela
Mrs Victoria: Wendee Lee
Annie: Erica Mendez
Zane: Matt Mercer
Minette: Cassandra Lee
Umbrella: Cassandra Lee
Black Dahlia: Wendee Lee
Brain Drain: Kaiji Tang
Venus: Lauren Landa
Aeon: Cristina Vee
Yu-Wan: Kaiji Tang
Molly: Cassandra Lee
Adam: Christopher Smith
Ileum: Laura Post
Stanley: Christopher Smith
Avery: Christine Marie Cabanos
Tommy Ten-Tons: Mike Zaimont
Andy Anvil: Kaiji Tang
Hive: Erin Fitzgerald
Feng: Kira Buckland
Dr. Avian: Liam O’Brien
Leduc: Kyle Hebert
Riccardo: Kyle Hebert
Vitale: Kyle Hebert
Lorenzo: Mike Zaimont
Lawrence: Kaiji Tang
Irvin: Kyle Hebert
Selene Contiello: Erin Fitzgerald
Roberto Contiello: Kyle Hebert
Sister Agatha: Charlotte Ann
Grendel: Kaiji Tang

Challenges
In challenges, players square off against opponents with a variety of unique battle conditions to test their mettle. Can you beat Big Band without jumping? Or defeat triple Doubles?

Trials
Trials test players’ skills by having them to perform combos. Trials are built on a new button-by-button instructional system to make learning combos easier and more intuitive than ever.

Furthermore, unlike many fighting game trials, Skullgirls 2nd Encore’s trials include combos frequently used in real play, from basic bread ‘n butter to more advanced combos.

Survival Mode
Skullgirls 2nd Encore’s new Survival Mode pits players against an endless procession of foes – how long can you last?

The better you do, the more health you’ll recover between rounds. The longer you last, the harder your foes will become.

Full Platinum Trophy Set
For all the trophy hunters out there, Skullgirls 2nd Encore will have a full Platinum trophy set.

The 43 trophies will test players’ mastery of Skullgirls and the new content. Many of the previous trophies are returning, while others have been adjusted based on player feedback.

Cross-Play Across the Entire PlayStation Family
To keep the online community from fragmenting, Skullgirls 2nd Encore supports cross-play across all three PlayStation platforms: PlayStation 3, PlayStation 4 and PlayStation Vita!

PlayStation 4 Version: PlayStation 3 Peripheral Support
Skullgirls 2nd Encore will support PlayStation 3 fight sticks on the PlayStation 4, thanks to the excellent work of our friend John “Cowboy” Bellomy. Just plug in your old stick and play!

Since we announced this feature, NetherRealm Studios has licensed it for use in Mortal Kombat X on PlayStation 4.

Skullgirls 2nd Encore PS4/Vita Cross-buy
When you buy the PS4 version of Skullgirls 2nd Encore, you’ll get the Vita version with it free, and vice-versa!

We’re going to try and get both out simultaneously, but expect the Vita version will be released shortly after the PS4 version.

Free PlayStation 4 Theme When You Pre-Order
You’ll be able to pre-order Skullgirls 2nd Encore in the coming months, and you’ll get a beautiful PS4 theme as a bonus for your purchase. It’s pretty great, if we say so ourselves, and will release a preview of it up before too long.

Source: Skullgirls.com

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