Skullgirls Gameplay Discussion Thanks For Playing

I agree with pretty much everything dime just posted, except that I think the real vortex is in mid-air resets. The reason is that on the ground there are reversal specials, assists, tags, stunt doubles (I’m not sure if these are useable in the air), and most supers only work on the ground, so the risk in letting them recover is much greater if they are standing.

double assist has so much going for it.

lockdown
gtfo me
corner carry
combo extentions
space control
mix ups
forces crouch

and depending on your character can be used to go into easy hit confirm combos off it. in my team filia can super if it hits, painwheel can use 22k if shes on the ground to combo after it. and she can just fly in and combo if she see it hits. The time it keeps them in block can be used to mix and cross them up. Im not sure about other teams, but double makes my team just that much better. It also doesn’t hurt that double herself is amazing to most teams even without the assist. with a great level 3 to dhc into, cat heads that are an amazing meter dump, its not just that the assist is amazing, its that double is also amazing on top of that.

There is a reason Double is the way she is.

You can do stunt doubles in the air blocking.

Mid air resets can be good because you can set it up where you’re grounded first and get an ambiguous cross under.

god im still having nightmares about the filia/bella i played yesterday. midscreen double and triple crossups in midair and double and triple overheads. was absolutely insane. could not keep her the fuck off me.

Was he using Cerecopter? I’m experimenting with it myself since girly said cere was insane with para, i’ve been successfull with it using Filia but not para.

Double post but it’s for the sake of the universe, if I use Filia(updo lp)/Cerebella(Copter) and not Filia(hairball hk)/Cerecopter/Parasoul(egret bike), how am I going to exactly deal with zoning characters backed up with the double butt assist? Parasoul’s assist was basically my key to get in Peacocks with double butt assist but I just can’t play parasoul for shit for some reason anymore, so how do I get in? Should I switch cere’s assist to jotaro stance(diamond reflector)? Should I change Filia’s updo for hairball hk that goes under double’s butt? I know cere has a lot of ways to get in against zoning but I still suck at doing that.

I wouldn’t use diamond reflector as an assist unless you are able to commit to it if you can get in when it hits full screen. I dunno what assist is good to avoid the butt slam cus that shit beats out everything 9 times out of 10. But what you can do is punish the hell out of it. Whenever they call her, just counter call with cerecopter and if they start throwing projectiles to hit your assist, i’d say call your assist before jumping so you can airdash into mk hairball to get across the screen. And when you’re Cerebella, diamond reflector and super armor runs are your best friend. However when you want to reflect, you have to be anticipating the projectile. Good practice would be doing it on a blocked Argus Agony.

he was yea and it was horrible just because it keeps you locked down for so long and you cant really pushblock it away. once he was in he was in and there was no getting rid of him.

also im thinking i may have to start using ceres reflector attack against peacock players who use that bang move to cover assists. since it is such an easy way for pea players to make any assists they call unpunishable. im wondering if it will cause stagger to the assist, and continue on across the screen taking out the projectiles and staggering peacock as well.

you know what it may even have been the guy posting above me ^^ >(

^Were you playing on ps3 or xbox? i play the ps3 version more than xbox because it just runs better. Anyways, do you remember the name you were playing if you happened to check the recent players list of ps3? If it was Th3_Rofl_Waffle, then it was me who was playing you. One of the main reasons why i use Cerecopter assist is because it’s so damn good for Filia to make her unsafe normals, safe. And since it’s a special move, it chips which is a great thing since you are always doing damage if they block or not :slight_smile: Also the assist is great because it sends them flying away and if you are near a corner it sets Filia up for some ringlet loops.

^^ i was playing on xbox. i just recognise the name is all although it may have been from the leaderboards. was a blond haired filia and purple cerebella i think.

anyway, the guy i fought was doing crazy combos with it like calling it midcombo and then jumping over to the other side of me and following it up before i bounced off the ground and all sorts of crazy shit. once i pick up fortune like ive been meaning to ill likely run cerecopter assist as well.

he also got me once by intentionally whiffing filias hairball super in the air above my head, and then DHCing into cerebellas 360 super as i waited on the ground to try and punish the whiffed super. i was working on something similar using fortunes air super a few weeks ago but havent touched her for a while now.

I’ve always said Parasoul is this character since day one. Easily brings a lot of safe and generally strong options as a support while still being very capable of offense and defense on point.

Playing Fi/Cere was a bad idea, going back to my 3 woman team. Heck I might use Cerebella/Filia/Parasoul in that order now.

Well if Cerebella is what I think Mike Z wanted her to be, it’s like a pixie variant of a grappler character. Basically a grappler character that gets to do more than be a typical durpy grappler that just loses matchups all over the place. Luckily the game doesn’t have per character health values and it’s Marvel/animu style game where movement and hit box flooding options are much stronger than in a SF style game. In a SF style game it’s hard to make a grappler character without getting out of hand one way (good) or the other (shitty). In this type of game though I feel it’ll work out. I feel she’ll still ultimately have trouble as people learn to a lot of hit boxes on the screen and generally learn the matchup vs. her.

It’s just she’s actually a grappler strong enough in movement and attack options to not just be a counter pick character like most grapplers tend to be.

Yeah I think it’s hard to make a 2 character team without using Napalm Pillar, Double Butt or Updo as assists.

I would go so far as to say she’s the most verstile character by far, and she possibly has the most options. I’m hesitating from using the word “best” or phrase “easily one of the best” but I feel it’s true. Yeah, I know it’s early.

I also wanted to post this video for those who haven’t seen it. It highlights exactly what I’m talking about. LEARN COMBOS! You can’t always rely on resets, not saying they aren’t good, but I really think stuff like this will be the future of the game. Reliable consistent damage matters (and frankly, aside from nom-nom loops, it’s a problem Ms Fortune could have). People will learn damaging combos, CKCs even, even if they are team specific (and in the long run, they won’t be) I also think stuff like this is why people will move away from teams of 3 and towards teams of two and one (so they don’t die as easily). Particuarly curious about Dime and DevilJin’s perspective on this.

[media=youtube]X3cltXf1H9A[/media]

Unless you can definitely kill a character, a reset is always better than a high damaging combo, especially if the characters reset potential is varied. It might be worth learning character kill combos if you are fighting larger team sizes, but against single characters you want to control the match at all oppotunities and resets allow you to dicate what options the opponents can do. Where if you went for a high damage/neutral positioning combo, you allow them breathing room to mount their own offense and you really don’t want that against solo bella, painwheel or even fortune.

Eh… I don’t agree with this; simply because peacock is designed for characters just like bella. her power of field control is so overwhelming that
Cerebella’s options will be limited to either getting hit by projectiles on her way to peacock which is exactly what she wants or risk the slow ass air glide to close distance.

Moving forward, I’m currently running Filia/Double and I’m liking the synergy between the two.

INCOMING AWESOME WALL OF TEXT!

YEAHHHHHHHH!!!

ahem…
er, no i just dont agree. i still feel as if resets are much better than full combos. ive already listed why, (fullcombos gain much more meter for the person being combo’d, and if they DONT kill you generally sacrifice a strong reset position for a much worse neutral, neutral game position.) if the combo DOES kill from first hit like that first parasoul/painwheel combo then yeah its much better (unless the opponent has double on there team in second as at that point you could almost be considered LOSING since you just basically gave double like 7 cat activations (double can generally gain AT LEAST a 1/2 a meter for every cat activation) that combo ended with incoming character having 4 levels, 4x .5 = 2 so thats 6 activations and thats just if the double gains only half a meter for every activation whereas its not anywhere near rare for her to gain like 3/4 meter and activation.

however against a non double anchor team… which for some really stupid reason not everyone is using at this point in time… then yeah, feel free to do those loooong combos… if they kill.

as far as parasoul goes, i dont REALLY agree with that either… i DO AGREE that shes a well rounded character, but i personally think that both double and filia are more well rounded when played on a team… at solo it probably goes double then parasoul then… some other character…

i have recently seen something that made parasoul go up in my book, first a little history:

i watched kenmasters x versus that val solo, kenmasters was using cerecopter for its lockdown and then going high/low… decent strat… but i wasnt impressed… atleast not with parasoul herself, it was more impressive that kenmasters was playing her so well, i saw tha she could definitely be played solidly.

ahem, moving on i saw that parasoul stuff and immediately thought (midtier stuff being run by a very good player = looks top tier to the uneducated… ie justin wongs early ironfist)

BUT, i then saw a stream with a parasoul using teardrop from midrange neutral and then setting up an offense behind it… NOW WE HAVE SOMETHING. i havent seen any prasoul use tears so effectively and it was simple, he didnt have to first get a jumpin and call cerecopter then run a high/low… all he had to do was make contact with a teardrop and then mixup his approaches using double assist or not, dash in or not… the teardrop was a REAL threat. that imho is the highest level parasoul play that ive seen… the players name was hero. its on the stream directory of “low level play” or whatever commences at 3:56:30… check it out, hero has the best parasoul that ive seen… if you are playing against that guy then i can see what you are talking about. stil though i think double simply outclasses her in all aroundness… double has a double jump, parasoul doesnt, double has a much better safe on block dhc that costs HALF the meter that parasouls safe on block dhc does, doubles assist is much better, double can MASH DAT BOMBER and turn it into basically a fadc on block for half a meter… literally al i do when i use double is random hornet bombers only i mxup the strength of the versions depending on my opponents puny crouch defense… i havent seen it to be unsafe on block… i mean i HAVE but thats only if i range it HORRIBLY, generally speaking i just do bomber into cats and then mash lp and lk…cats recover before double does for some stupid reason so the damn heads put the opponent in blockstun beofre double can even act (or for that matter, the opponent)… remember that double can control cats even when in hornet bomber (which is fucking stupid). i just dont see parasoul beating double in any area WHERE IT MATTERS. ok… maybe one:

parasoul has at this point a MUCH better non metered up close mixup game. but thats all can really give her over double. also it kinda doesn matter cause double has the same low/throw 50/50 that every character has… which means that opening people up is still a breeze… just NOT WHILE IN BLOCKSTUN.

also it would seem that atleast at the arcade that dacid plays at, they generally agree with my sentiments as they were saying the same thing on stream that ive been saying which is that hornet bomber is rigged and that anyone should have it on there team. at this point im thinking that non bomber teams = low level play.

which means that by default, solos are low level play.

this game could realistically be called skullgirls… the challenge of 2 doubles… its like playing pong with hornet bomber assist… seriously. only divekick is more simple than this games current meta… which is ALL DOUBLE BABY!!!

feel free to disagree with me.

LOL

-dime

You can interrupt double between blocked DP xx cat heads if you use an invincible move.

Just quickly because I’m drunk and it’s late but I loved your rant dime. Double assist will probably be needed but not significantly. You aren’t giving parasol enough credit, napalm shot on block is amazing, egret cancel mindgames and standing over heads is awesome. Viable solo. Very good assist. Higher technical ceiling than double. Awesome. Pretty much everything you said about double was true though but I think you have a salty bias from playing against double so much. Curious what’s your team?