Skullgirls Gameplay Discussion Thanks For Playing

I don’t think that’s really the case, I think it’s just easier to appear better when you have assists and those extra pluses that Solo’s don’t get.

It’s easy to throw out HB and wait for a hitconfirm, or hit NP everytime someone jumps in (virtually the only two assist I’ve seen anyone use) because of how safe they can make you. I think without those two assist, a lot less people would see teams as “SUPERIOR!” If you don’t think so, refuse to use those assists; If you get the same amount of wins virtually, then you are good, if you notice you don’t win as much or as easily as you used to, then you start to realize that you aren’t as good as the game tricked you into feeling.

When you play a solo, you don’t get those cushions. You don’t get backup that soothes your mistakes and makes you forget hardships. When you play a solo, you get what you earn. If you don’t earn it, there isn’t an assist for to get it for you. It’s more brutal playing as a solo, but it can make you very dominant if you let it. Being dominant with all that extra damage and health can screw with their head. They were winning, they had caught you with three long-ass combos, but all of a sudden in the span of 7 seconds two of their characters are dead and they’re stuck using the one character on their team they don’t even consider capable of anything on their own outside of assist. This person is already broken, you won the mental battle, now all you have to do is continue playing at your level and you win.

Basically, it’s “cover your mistakes versus punish their mistakes”. If you are awesome at not fucking up, you should be using Solo’s, but if you aren’t confident in yourself in that area, then use trio’s, if you aren’t sure which one than use duo’s. That’s how I feel about the situation.

… Everything you said here could easily apply to a low tier character in any fighting game… Example change out “solo” and substitute hdien ko from umvc3… And it comes out the same.

Fact of the matter is that solos DO have it harder than teams currently, while there strengths dont outnumber there weaknesses… Ie lower tier ie not as good as teams… Idk what world we live in where a character not having tools as good as others makes that character equal…

-dime

Not really. Low tier characters don’t get advantages like increased damage and health for being low tier. Low tier characters are low tier because a combination of their core move set, health, stun rating, and matchups are of a lower standard than other characters. That isn’t the same as what I’m saying.

I wasn’t disputing that solo characters have a harder time than teams getting in/keeping out. I actually think that was one of my points. “Idk what world we live in where a character not having tools as good as others makes that character equal…” People keep disregarding the doubled health and 175% damage thing, as if less characters=less advantages. They have a harder time getting in, without a doubt, but when they do it hurts nearly twice as much as others. A single burst of momentum can drastically change the outcome of a match. If you are patient for that opportunity, one I don’t often have trouble finding myself, you only need one to turn the tides, a second opening most likely puts it in the bag for you against a duo or a trio.

Hey… I kinda want to fight you now. What system are you on?

I disagree. It’s fairly simple to illustrate why solos are at a disadvantage. Solos give up assists, red life healing, DHCs, alpha counters, and character variety in exchange for two things: more life and higher damage. That’s a bad deal because the same things solos give up in exchange for more life and higher damage are also tools to gain more life and deal more damage.What happens when you go solo is:

  • You’re dealing more damage per hit but you’re doing fewer hits because you can’t open people up or hitconfirm with assists, you can’t DHC and you can’t extend combos with assists. So really, you gain some damage but you lose some damage too.

  • You have more life but it’s easier to open you up because you can’t cover yourself with assists, and when you do get damaged you can’t heal the red life back. You can’t alpha counter to get out of pressure. Finally, your character always bears the full brunt of the opponent’s combos. If I am facing a team of two characters and my combo deals more than half life damage, I will need four combos to win (two per character). But if I am going up against a solo, I only need two or three. Having more than one character is like doing a combo-breaker whenever one of them dies mid-combo.

So you give up a bunch of things in exchange for life and damage, but you lose out on life and damage as well. It’s important not to get caught up in “earning” wins by giving yourself a handicap. Playing solo is not a terrible choice, but it is most definitely an inferior one. The only real time going solo is the best choice is if you can actually only play one character. Or if you’re trying to prove a point like Mike is when he plays solo Filia.

Solo teams have it way harder than teams currently because of all the loops.

3v3 and 3v2 you can ToD, so Solos don’t actually have more damage against those team sizes (Can’t deal more than “death”)
3v1 deals more than 33% damage in a combo, 1v3 will always have a forced break at 33% HP (due to character death)

This means solos actually have less health than teams.

Things are going to change after the patch (to which extend is unknown atm), but right now solos are simply bad and triples the way to go.

getting a 1 bar discount by DHCing into level 3 is a great benefit as well. i use it a lot with my team. although i kinda wanna run solo again for a bit and see how i do. ive managed to pull some epic combebacks with my 2 ratio bella a few times.

The one thing that solos have an advantage in is with abusing a matchup weakness. Either a weakness inherent to the character (ie: painwheel vs double’s j.HP) or a weakness based on the player’s knowledge or lack thereof. When you have a character someone hates to fight on your team of 3, it’s a bit less threatening, since they can expend resources to remove that character from the fight a lot sooner.

With shorter combos post patch, solos should make for viable counter picks as the game progresses, since the damage/life difference will count for a bit more.

It seems consensus is still that trios are optimal, but if my memory isn’t failing, haven’t the majority of major tournaments been dominated by duos?

Thing is, assists then revert that back. I don’t fear Double j.HP with Napalm Pillar or Hornet Bomber behind me.

It is obvious that solo characters are handicapped by default. DHCs and the current IPS make it so a meter-positive (or relatively inexpensive) combo can TOD a solo character. Has no one seen Valentine do a double or triple poison combo then DHC for the kill?

Of course losing the solo character means game. A solo character could maybe possibly TOD a 2-person team, but can only deal damage to kill one character. Then here comes other homie, with the meter from getting hit with insanely long combo and a full bar of health.

A team can give the solo character all the meter in the world. They don’t care about meter scaling because once the combo is over the solo character is dead and no one will use that meter.

The reason why many think Fortune or Double are the best solos is because they can apply a good bit of pressure by themselves. They both have pseudo-vortex setups that allow for mixups and resets to be hard to avoid. Additionally, they both have invincible reversals that can lead to full combo (even if after the patch Double will have to use LK HB) or set up more resets.

Which brings me to another problem with solo characters. In order to avoid giving the opponent too much meter, solos have to reset. A team doesn’t have to set up a reset except maybe early on if the combo won’t kill. But once the health seems right and the combo starts, the team just has to focus on not dropping the combo and boom. The solo character can try to TOD a 2 person team but doing so will give 3-4 meter to the following character (depending on your character).

Of course this analysis doesn’t even touch the ability to prevent dying from chip damage via stunt doubles, recovering red health by just switching AND having assists to add pressure, help with mixups or extend combos because that is a given.

Is this Thursday starting tonight Thursday? Or Thursday starting next week Thursday?

The funny thing is Solo’s don’t even have more life. They have less total.

They do when you factor in damage modifiers.

Oh, yeah I guess they probably do lol.

While looking at the advantages that teams have, it seems obvious that they put solo’s in the dirt, but when I play that is rarely the case. There are teams that have made me eat dirt, but there are also solos that have done the same so I feel that’s due to the player more than their ratio.

I haven’t experienced many Alpha counters, but when I do they don’t affect the outcome of the match all that much. I think they are supposed to be used when a character has a normal for an assist, so they can go Alpha counter into s.mk, c.hp, air combo, bnb whatevs. But, I have no idea, I don’t use teams.

People DHC against me all the time, nearly every instance where it’s practical, but it really doesn’t affect the tides that much. I mean, sure, if I stop blocking for a bit they can do some damage, but I don’t. And besides, supers do half as much against solo’s as they would have against anyone else, so you have to keep that in mind.

Red life can definitely be a problem (If I decide to just let them recover it all, sure), but it offers limitations and a measure of predictability as well. I don’t know about characters that aren’t Cerebella, but her snapback is ridiculously easy to slip into a combo, so that means that if I pull out any combo I’m switching in that injured character. So, I’m going to set up a mock situation.

Situation: I fuck up your point character enough so that you have enough life to not die from chip damage, but a hp or hk will kill you. So, what now? You are stuck with limited options if I’m not impatient (it’s the same as sitting on a life lead, I just have to be patient).

You can try to come at me and risk letting your character die, you can raw tag and let me get a full combo into snapback to bring your original point back in, you can burn two supers for a safe DHC (if you have one), or you can try to wait for me to make a mistake.

And even then, if you get your next character out and come at me with a character healing in the background, that means a few things as well (outside of the simple “don’t get snapped back”). If you’re running a duo, you can’t use assists or DHC’s until they gain back a decent chunk of that life, because all I have to do is counter attack (with a super or a short combo) and eliminate that character. If you are running a trio, that means you have to remember which assist you can safely use and which one you can’t, and you have to be careful when you DHC for the same reasons.

And, sure, you don’t have to wait until I mess you up to switch characters, but no one ever does that until they have less than 40% health. And since simple combos usually do about 40-50% life, you probably won’t switch until it’s too late. You can switch all willy nilly, and you can DHC often to get new characters out, but I probably don’t need to explain why that isn’t a healthy game plan.

So, there, reasons red life isn’t that godlike from where I’m sitting.

Also, I don’t go for TOD’s, so I don’t know if that makes a difference, but my attacks normally look like this: moderate combo, reset into moderate combo into super. From full health, a trio is standing with barely any health (that’s not me using the corner, or using character specific combos), and a duo can’t take another moderate combo.

I don’t know who will disagree, or what, but this is what I see. I think that some of the stigma of using a solo comes from the scrubs that play: If you don’t know how to play, chances are you are going to start with one character. Also, a lot of people here probably have played some other team games (mvc series mainly), so they are coming in with comfortability using teams, meaning the good players who switch to this game are probably using teams. But, a player like me who hasn’t had any other team-game experience before this one, I am not comfortable using a team, or fighting one. Even though I’m a good player (not great, or exceptional), I have limited experience fighting teams, all of which came from this game. So, combine the experienced players using teams and the inexperienced players going solo, and I think that a lot of what you experience from solo players isn’t really what you should be judging the solo option on.

Who wait what? The stigma from solos doesn’t come from “scrubs” playing solo characters; it comes from the fact that cerecopter, horny bomber, nazi pillar and hairdo are all really, really, really, really, really, really, really, really good. I could go solo or rock an assist that makes my matches infinitely easier to play.

So yeah, I’m sure people aren’t just going skull retard when they tell you that solo isn’t the best choice. Its entirely possible to do it but just not optimal or as good as having, at least, one assist.

how2play solobella

  1. herp
  2. derp
  3. get 3 meter and sit on it so that they can’t call assists without the assist character dying to your entirely safe lvl3
  4. learn long combos, as you can kill a trio character from cr.LK meterlessly, and a duo character with one meter

works pretty well for me

kusokyara

I’m more interested in the choice between 2mans and 3mans.

Lots of folks have been taking their one main character and slapping copter/bomber/pillar behind it and going with that. I feel like 2 is the norm.

But does anyone feel convinced that 3man is the way to go? I’m always on the fence about this because I know how to play 2 different characters really well but I always want that 2nd assist just to make things versatile.

I also don’t block so being able to lose a character and still have an assist left behind my 2nd-in-line is good ^^D

fixed :3

i prefer triple teams, i think there is nothing greater then finding three characters and putting them in such an order where you have complete, lovely synergy. I probably use most of my meter for safe dhcs between my characters in order to always have the most life possible, if the proper positioning is provided.

Triple teams is usually the best option it’s similar to how akuma has low life but hes a gdlk ass character when you aren’t getting hit. Solo characters may have high dmg but if you keep them locked down and they can’t do shit what’s the use in that?

Well it’s as much a gamble for you to keep them locked down as it is for them to properly block everything.

No one’s perfect, they’ll block wrong once or you’ll mess up once and it’s over.

:looney: