Skullgirls Gameplay Discussion Thanks For Playing

ppffhhh. tell that to the double players with her catellites.

true that. dont think ive ever managed to punish that one.

edit: plus you could pushblock before the last hit of fortune super to cut the blockstun of the final hit and punish that.

catellites isnt hard to punish if they buttslam then do it, just pushblock the butt then punish when they start the super. But filia air super can just be tossed around if they do it low enough.

Throw is reduced damage. Not a full punish

Any is better than none though, right? It works in a pinch if your LP timing is off, though Ian(!) is right in that c.lk is slow to start up and not necessarily good for fast recovery punishes.

Like Ian said, you can’t use her lk’s to punish that and her overhead/low out of the rekka. I made that same mistake as well. Didn’t help that when I played online the Fortunes I played got hit by it so I assumed it was fast enough D: . I think cr.mp works as a punish too.

You said Painwheel right? From memory, throw only really reduces her damage by about 500, plus any throw/hit from Painwheel is potentially a dead character if you know good resets.

Every char has good resets though, and idk what you mean only 500. My standard combo is like almost 10k, with a grab its not the same.

The old, or I guess current (although I’ve already changed to post patch) throw combo did just under 9K still from memory.

Every character has good resets, but Painwheel’s are pretty ridiculous and she can get a near full combo and pull the 4 way + throw reset off anywhere. Obvious stuff, but just trying to say, punishing with Painwheel’s throw really isn’t much of a compromise like you were trying to say.

Pw actually gets more damag from throw than from cr.lk…( especially from airthrow)

Only problem is that she sacrifices otg, but thats only a problem when dhcing to double… At which point the combo should kill anyway.

-dime

That sounds painful

You shouldn’t have to sacrifice your OTG from grabs. painwheel on any air grab or grab never has to use her OTG in her combo.

You dont HAVE to, i do cause it means higher damage for less execution, and less execution plus online play = win… In my book, plus theres a high chance that the otg isnt needed anyways cause a reset will be done… And when a reset is done… Who needs an otg that they arent even going to use?

-dime

The patched version of Skullgirls made its way to Final Round Bats in Naked Communications in Tokyo today. My friend working abroad played it and he’s loving the changes.

Good shit to Reverge Labs for sending a rep. Crossing my fingers for a Japanese release for you guys.

s.lp is 8 frames
cr.lp is 10 frames

6, (12), 2
6, (12), 4

The (12) represents amount of start-up that can be added through charging and it’s placement in it’s uncharged start-up. The 6 and the 2/4 are apart of the start-up no matter what though.

Her fastest grounded attack is her throw which is 7 frames.

It can be beat, and for starters that means Fortune would have her head attached. With her head off it’s completely punishable.

Mash a light attack. If you try anything else be ready to eat DP or head toss.

How do you know this to be true? Ive been trying to make heads or tails of painwheels frame data but i cant as there is no key stating what the bracketed numbers are… Nor why there are a second set of numbers after the ones in parenthesis… It seems like you are guessing, can you explain?

-dime

I think it’s because all those numbers are in the “startup” column so they all represent startups. Every one of her light normals has startup that can be increased, but then the rest of the animation before the active frames still occurs.

So 6, (12), 2 means 6 frames of startup for either charged or uncharged, a max of 12 frames for the charging animation and 2 other frames of startup before the active portion happens.

s.HP: 19

s.HP (charged): 14, (24), 5

14+5 = 19

The amount of frames within the parenthesis is also relative to the time a normal can be charged. Like, s.hp can obviously be charged longer than s.lp just by holding them down in the game. There would also need to be start-up after the normal is released unless you wanted it to be 0 frames (from it’s release).

Does anyone have any suggestions for assists that I can add to my rushdown team to help it get in against zoners?

I’m currently playing Filia/Double with LK Hornet Bomber assist for lockdown, and I love how the team plays against pretty much everything apart from hard zoning such as Peacock/Double. I’m considering adding Parasoul to the team just for the Egret Charge assist, but she’s my least favourite character in the entire game and I’d rather not have to learn her if at all possible. I can’t think of any good long-range assists on characters other than Double and Parasoul but I’m sure there’s something I’m missing, so any ideas would be great :slight_smile:

Well, 5 of the cast members have projectile attacks in some form or another, of varying usefulness to you. If you want the third member to also contribute to rushdown when out, consider Valentine, perhaps? HP Ninja start isn’t amazing, but it comes out pretty quickly and has almost full screen coverage.

Speaking as a Peacock/Double player, the most problematic assist for me to deal with is HK Hornet Bomber. So maybe change the strength of that assist just for that matchup, maybe adding Cerecopter if you still want an assist for lockdown. For what it’s worth, iTuzz2s (however the hell you spell that) plays Filia/Double and I have a lot of trouble zoning him out. What he does a lot of is just super jump, LK Hairball, air dash. This lets him cover a lot of ground, it goes above all my bombs and gunshots, and I can’t even drop an item on him during it cause he’s always moving forward fast enough to avoid the drop.

I haven’t really found Egret Charge assist to be all that problematic. It doesn’t really cause enough blockstun to be a real problem. I can just block it or jump over it, either way it’s not doing much to stop me from doing what I want. I’ve heard that Item Drop with Peacock is a good assist to get in, but I haven’t actually played against anyone who uses it, so I can’t really say.