Skullgirls Gameplay Discussion Thanks For Playing

I’ve been using it for a while. It’s great for setting up stuff because of the good range, the wonky speed it comes out in and the fact that it hits twice.

Is there anywhere that shows how many starting frames each attack has?

The wiki? Though iirc, atm it’s only normals and throws. Some characters have their special moves listed, and no one has supers.

Dunno if this is even the right section but I downloaded the trial version of the game and I love it! Updating to the full version as we speak! Good stuff.

Glad you like the game, here is the SG OTT thread which is where you would probably post stuff like that from now on Skullgirls OTT! -Random select is top tier

Don’t put Filia first in a 3 character team. Unlike most characters she actually abuses meter in the neutral game, and Updo lets you play defensively and just fish for hits off of it which completely shuts down a lot of characters’ game-plans. She’ll probably be the best character for the second slot post-patch for these reasons.

Also people are definitely sleeping on low assists, especially Valentine’s. They make non-chicken blocked jump-ins 50-50s and that’s really important in a game where mixups don’t come easy without a lockdown assist.

Agreed on filia at first… But, you can always play a reset based fila like what mike does… Characters with good resets are also good batteries irrespective of whether or not they eat meter in there longer combos.

As far as filia being best second character… Probably not. It will probably be parasoul,double,as usual… Filia has no safe on block super and that really hurts her teams at second.

I honestly think parasoul is poised to be the new double. Bike got a buff it shouldnt have gotten which is going to make it absolutely ridiculous as an assist, and now parasouls lvl 3 will get more exposure in that it will dhc from damn near anything… Seriously parasouls lvl 3 trumps doubles in most every way now.

And non chicken blocked jumpins are quite rare, as it is, if you block a jumpin with a lockdown assist attached, you are in a 50/50…

Low assists are good but i dont think they are slept on, most just arent nearly as applicable as lockdowns or invulnerables and sweeps dont lead to anything.

-dime

Filia will still be booty cause she has to play a reset game, its better to have a solid character then just a reset gimmick char. Especially since filia mixups aren’t like super super tough to block.

BUT… everyone, will have to play a reset based game post patch… atleast for there first character if it isnt a keepaway character.

TOD’s are a thing of the past.

-dime

I thought the bike thing was just something that was supposed to be there already. I can’t speak for everyone, but for me the wall bounce happens more often then not even now.
Also I don’t see any listed changes to her level three super either.
Could you clarify please?

bike assist could be hard to combo off of previously cause it pulled so far… now that it doesnt pull so far it will be easier to comb off of. and many people have already said that bike assist and tear shot are better than pillar, which i agree with. bike is EXTREMELY underrated right now… its that good and… it got better.

her lvl 3 is a beam super for all intents and purposes, beam supers= easy to dhc into and out of= easymode synergy= now that doubles lvl 3 does less damage and has no otg (which also means less damage) there is less reason to pick double over parasoul. parasoul has an easy mode comboable lvl3 (just like double), a safe on block super (just like double),and a non nerfed gtfo assist as well as a buffed “beam” assist in bike assist that isnt crouchable and breaks combos.

-dime

Oh I see. I usually got the bounce off of Egret Charge so it doesn’t seem like that big of a deal for me. And as for her level 3, I always felt like Parasoul and Fortune had easily the best level 3’s in the game(I use Parasoul’s a LOT) so that also doesn’t seem like much of a difference from my perspective.

I agree with you about Egret Charge being an underrated assist. Its ability to stop combos seems to make people wanna jump more.

Well she has air Gregor but I guess you mean for safe tag DHC’s? Just alpha counter into Updo instead, you can even cancel that into air Gregor to make it safe if necessary.

Also Painwheel’s resets will get a bit worse with the throw break window getting bigger, yes?

Er, everyone’s will. Painwheel also has all the overhead x N low, crossup, burst bait resets etc :stuck_out_tongue:

Of course, it just seemed like Painwheels rely on throws a bit more for resets. Maybe it’s just the ones I fight, lol.

With the window extended by only a few frames, it’s still not something I imagine will happen on reaction, unless your reflexes are /really/ on point. The throw tech window increase should just mean it’s a little easier to read a throw and tech it without missing the tiny magic window. I’m pretty sure all those filthy painwheel resets will be intact, because they’re there when/where you don’t expect them.

every time i DHC into fortunes level 3 which you can do from bellas level 1 supers including 360, i always wince a little from the damage it does. like holy shit that thing is awesome. plus you can land it from her overhead rekka (which is being made faster) and it wont be scaled at all.

What world are people living in where Filia isn’t already a really good character?

Wondering the same thing, also what is wrong with playing her on point people? She is god damn scary solo and borderline OP when she has lockdown and DP assists.

Filia has 2nd best air to air in the entire game and an invincible DP assist. Also easy to combo into from her normals. She can use multiple supers in the same combo easier than anyone else in SG which makes her a great anchor.