• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Fun technique for hitbox users

Yummy Bubbles

Active Member
Joined
May 18, 2014
Messages
104
Reaction score
29
Points
28
Age
34
Steam
Yummy_Bubbles
Big Band Valentine
I'm assuming I'm not the only person who uses a hitbox, so I figured I'd post this to what kinda fun other users can have. it's a technique shown in USF4 but it works the same in SG, it's called the walking ultra (SF terms):

Fun Fact: you can use this technique to parry on reaction an incoming attack into SSJ if you're using BB.
 
Something that some hitbox players miss is that normally when you hold up and down you get neutral input (no input).

If you hold up and down on a hitbox* though, you just get 'up'.
This lets you do Napalm Pillar and other flash kick moves without ever letting go of the down button. By extension the second you let go of the up button you'll start charging down instantly.

*the one from hitbox arcade website
 
Something that some hitbox players miss is that normally when you hold up and down you get neutral input (no input).

If you hold up and down on a hitbox* though, you just get 'up'.
This lets you do Napalm Pillar and other flash kick moves without ever letting go of the down button. By extension the second you let go of the up button you'll start charging down instantly.

*the one from hitbox arcade website

Does this mean you can actually mash pillar?
 
Does this mean you can actually mash pillar?
I don't think that lets you mash pillar, it just removes 2-ish frames that it would normally take to physically move the stick from the down position to the up position by skipping neutral entirely.

It probably does make it easier to "mash" out pillars by a few frames though. Unless Mike's input detection already does that for charge moves. It may.
 
it works the same in SG, it's called the walking ultra (SF terms):
Actually I don't think it does.
Skullgirls actually checks for diagonals it looks like, SSF4 does not.
In Street fighter you can do shit like :U::B::D::F: or :D::U::B::F: as your 360 input because it only cares that all four directions here hit at some point in any order but it does not check diagonals.

Me and a few others had to bug Mike to let :B::D::F::U: be a valid 360 input for hitbox players, as before it had to be a very slow and smooth :B::DB::D::DF::F::UF::U: input which dropped a lot of the time.
I think 360 is the only exception where diagonals can be skipped in Skullgirls.

Uniel is an example of a game that checks for diagonals and as a result I can barely even do :HCF: in a combo and never from neutral. Well, not fast enough for what I need it for at least.
 
I tested all this before I posted, worked for me just fine
 
I tested it again in retail, and it takes some getting used to, but it's definitely very possible
 
y'know, adding this in with the crazy crouch dashing video I saw not too long ago you could probably do some crazy napalm stuff with parasoul ^_^
 
Yes, hitbox is very good for flash kicks. I often do dash into flash kick with Parasoul from standing or crouching. This can be done fine on stick too, just saying it's fun to do on hitbox considering I use PP/KK macros.
 
I tested all this before I posted, worked for me just fine
y'know, adding this in with the crazy crouch dashing video I saw not too long ago you could probably do some crazy napalm stuff with parasoul ^_^
I tested it again in retail, and it takes some getting used to, but it's definitely very possible
Nice triple post.
Can you please record you doing it with 'Input' set to 'Both' so I can see what I'm doing wrong.
(Or if you're doing it wrong and hitting a Diagonal)
 
360s in SG have always only required just one of the 4 cardinals as you do the motion. So you could start on 7, go counter-clockwise, and end on 3 and it would work.

The thing about 360s in SG is that you're not allowed to go back to neutral if you want to do the motion. That's why it was difficult on hitbox is because there was ZERO LENIENCY between each direction. That means that if you tried to 360, but happened to go back to neutral before hitting another input, it would not count it. Now there is a 2 frame leniency where it will allow you to go back to neutral in that window between inputs and your motion will still be valid.

Skullgirls has such simple motions that I feel that a lot of these techniques that hitbox gives you just isn't as useful than it would be in other games with more complex motions.