Skullgirls Gameplay Discussion Thanks For Playing

the only command grab of hers that i know is techable is her air to air command grab… i know cause ive mashed tech on it plenty of times.

but the thing that was REALLY upsetting me about her was the player i was playing against was calling out hornet bomber and on block and once or twice on hit and while i was in the air he would do what LOOKED LIKE the same command grab, yet it hit if i blocked, jumped, or was in hitstun (meaning that it combod) i was able to block it a couple of times so i guess maybe it overheads or maybe it hits crouch blocks… i dont know maybe my internet is just poor and it was missing my blocking inputs. oh yeah the other thing i didnt like was it seemed as if i was getting grabbed during blockstun… also why is her fricking cr.lk so goddamn fast… shes not a pixie is she? lol grappler character with an armored run, an airdash normal, and REGULAR SPECIAL MOVE AA command grabs and ground grabs…

im salty ( crosses arms and pouts)

-dime

So… Merry-Go-Rilla, Diamond Drop, untechable?

And yeah, it can get frustrating, lol. One thing that pisses me off is fighting against Filia and Parasoul in the corner, because their reset options are just uncanny. Super salt.

Which command grab? Excelebella (AA grab) can be comboed into. Meanwhile, I believe Pummel Horse (the one out of her run) hits overhead (and can also be comboed into).

This is why pillar, while amazing, is not the best. If you rely only on pillar, you have a gimped rushdown, and are far more susceptible to being zoned out (if the opponent is savvy), with hornet bomber, you have to keep them out of the air space right above you, but apart from that you can dominate.

For pure offensive purposes I think cerecopter is up there, though you need a way in to get it going, parasoul’s tear shot sounds like it has a lot of potential that needs to be explored, GDO sounds cool but easily avoided or armored through. Hornet bomber is top dog though.

yeah it was pummel horse. i dont know, i just think its buggy. i blocked it low and high iirc, BUT i also had it hit when all i was doing was blocking high and when i was blocking low… though i do change my blocks during blockstun frequently and maybe i was shifting blocks and the lag was getting me punished for it. i KNOW it grabbed me out of the air though… i wanted to throw my te stick.

@

honour basquiat:

the techable grab is her air to air grab bag.

-edit… lol i just figured it out. tumbling run is a hitthrow that hits overhead… the reason why i got hit out of he air by it is i must have been hit by something else right as it hit me andit combod. the pother times it must have been hitting pre jump frames. the times it was missing while i was ducking must have been that i was still in blockstun… i guess.

whatever, stupid move.

-dime

It’s an overhead that acts like a throw on hit, so if you don’t block in the air it will hit, if you block low it will hit, and it will combo. I suspect you were getting screwed by lag a few times.

Dime, (or anyone) any thoughts on my analysis of why Parasoul is an extremely good character a few posts back, kinda bummed no one responded to it :confused:

Well it’s right, what do you expect? I can quote it and post “I agree” o_O

I really wish I could click with this character the way I did with Cerebella. I just can’t get used to committing to jumps and dashing to move in. Her zoning game seems like it has a lot of potential, I haven’t seen videos of anyone really dominating with her projectiles the way I suspect she could. Her lockdown, damage, reset game is monstrous once she gets in and has the momentum, and I’ve seen and experienced that a few times. I don’t agree that she’s a great anchor, though this is only from fighting against anchor parasouls, I find it kind of a relief to get to her as the anchor, as her reversal can be baited, armored through or beaten with my assist, or supered. To elaborate on that, I think we’ll see Parasoul reach her full potential when she’s paired with an assist that can move her from a zoning game into a lockdown game, whether that’s something that allows her to dash in, or punishes someone for moving in against her, without an assist and/or the life lead, I think she will struggle in the end to get in to do damage.

I agree with aof above. Personally I haven’t seen anything from her that would make me jump for joy. As far as a good anchor… Perhaps… But probably not against double as hornet bomber seems to just go through everything she has for free… That double patch can’t come soon enough I feel like a complete scrub spamming hornet bomber into car or catelites but w/e

About para, I’ve only seen one good one and I think that was kenmasters he was using cerecopter for lockdown and then going with the high low games… Outside of that… I don’t know. How in the hell is she supposed to keep double out? I only see her being playable with an assist imho.

-dime

Parasoul can shoot Double as she is coming out. I played a lot against a Painwheel/Double player and she can handle it pretty well. I still need to try the air pushblock strat to see how that works.

First off she has TWO overheads. Second she can cancel any of her normals. Third she has really good normals. REALLY good normals. Tears are unscaled, corner carry, several anti airs, defensive options, offensive options, two answers for projectiles, the list goes on.

:stuck_out_tongue:

Also I firmly believe that Cerebella counters Peacock, especially due to Peacock’s lack of real anti air options and having shitty normals.

Anybody know?

Confirmed: You’re crazy.

yep that is exactly how it goes basically. i mean i know it doesnt help im currently only running a solo character so i have no gtfo me assists, but it is still incredibly overpowering. theres only so long you can deal with constant high/lows/throws/left/rights before you crack. its fucking horrible.

oh and who ever said that bella is a counter to peacock is fucking crazy.

its close to impossible to actually lock down a good peacock player.
fun factiod though, if peacock throws you into the corner and does AA (with her in the corner also) you can actually land a 360 grab on peacock during the recovery of AA, even if it hits you! i can always imagine the peacock player going WTF? on the other end.

Motion + Assist. Ex: DP+HP+MK.

This actually doesn’t work because the onscreen Tear still counts as an “active” assist so as long as it’s on the screen you can’t call Parasoul again.

The other things are right though; HP Tear Shot provides Filia with a great way to close the distance under it’s cover and turns her theoretically unsafe pressure strings not only into safe ones but actually into further mixups / combo opportunities.

It’s really really good; Updo makes you not need Pillar as a GTFO and Shot seems to be way better at both keeping her pressure on and creating additional opportunities than Pillar does. I don’t really see why one would run Pillar over Shot in a Filia/Parasoul team.

ah ok cool good to know… though i figured out after writing that that it probably wouldnt work that way after all cause if the tear exploded the first one then no tear would be left to explode again… but i definitely see what folks are saying about it… sounds nuts.

-dime

Well, it’s kind of a funny match up. If Peacock can stay out she wins but the moment Cerebella gets within grabbing rang Peacock is pretty much fucked.

yea the player i faced never needed another tear to explode the first for it to be effective. Tear comes out puts you in blockstun>block filia mixup attempt or two > tear is very close to exploding now so punish is impossible > tear explodes > more filia mixup > parasoul assist called again > filia mixup…repeat ad nauseum.

its effective midscreen as well, but its borderline sickening in the corner. try it out, you will not be disappointed. those with napalm pillar assist dont know what theyre missing. i imagine it could be very good for valentine due to her multihitting normals and possibly painwheel too.

thats assuming that the peacock is even on the ground for substantial time. and a peacock player who is unpredicatble/covers teleports well is a nightmare. i played about 10 matches against a solocock with solobella last night and the only times i got wins were when i got them in a corner and they incorrectly guessed a mixup a couple times. the intensity of the matches can take its toll as well.