Skullgirls Gameplay Discussion Thanks For Playing

Don’t say things like that.

You make me think the patch is coming out soon.

I still play. Just not online. Been in the training room most of the time. I’m still experimenting with teams. I have two teams I’m relatively confident in considering my skill level, but as soon as Squiggly comes out…someones getting kicked or at the very least becoming a sub. Still rooting for Deep Violet/Ms Victoria, Venus, the triplets, Annie, Black Dahlia, the giant girl (I dont remember her name) and Big Band…the only male character I’m interested in.

That being said I’m curious about the key to playing Peacock rushdown…I’ve tried with mixed success but something is missing…

Although its not as fun as a triple team, having really good success with Team Nazi Monster. from beyond midscreen is really easy to get a free corner without using up ground bounce, and its really easy to get around meterless 7-8k off of any hit confirm, which doesn’t seem like much but you can end most combos in different ways for different 50/50s, and you have strong neutral game from anywhere on screen to pick apart their life.

I find that it works best if you call a HP item drop and hold it, and toss a LK George. Then depending on what the opponent does you can do different mixups. Run under, release item drop. Jump over, release item drop. If someone’s being too aggressive, fake teleport into release item drop (the item drop should be timed so it will keep your fake teleport safe from throws). IAD j.LKs are nice, and maybe you can find a good mixup or reset with your team.

In my case, I found a 50/50 in the corner, which you can see in the loser’s finals video, first match.

what the…

Is it when the cup smacked Cerebella in the back?

Timed it wrong but yes lol

Basically if the opponent doesn’t have an invincible move in the air, the choice becomes to tech a throw or eat a j.LK (which can combo into letting go of the item drop, land and combo).

The good thing is if you miss any of them you can let go of item drop to try to keep you safe, which is what you saw.

The reset is s.LP, s.MP, s.HP, call assist that lifts up in the air but doesn’t knock down xx qcb+hold HP

Then you can either jump and throw or jump and j.LK. If the throw connects, you can release the item drop as the opponent is falling to restand without using the OTG, If j.LK connects, release item drop, land, s.LP into combo into reset again if you would like.

why has it taken me so long to notice in the patch changes that cerebellas j.MK has had its hitstun reduced from 22 to 19 frames?

why? why would you do this??? :frowning:

Oh, didn’t notice that either. Only things I can think of that might need those frames are midscreen relaunches/staggers or maybe a jump loop that hasn’t been found yet. Unless it’s about faster tick grabs.

cr.MK j.MP j.HK s.MP still works!

doesnt work so well after an otg though as the HK doesnt have good range. i use j.mk in almost all my bnbs. hopefully it wont matter too much.

that’s…weird. bella got hella nerfs :confused:

I actually don’t think bella was that great anyway to get nerfed that bad.

tell me about it. thats what i cant figure out either why she was deserving of so much. plus shes already gonna do less damage from the IPS changes but then they figured they should nerf her damage as well! i dont think she got any notable buffs actually.

Basic combos doing significantly less isn’t a huge when it was stated that longer stuff won’t be as heavily affected. Unless there was some nerf outside of her combo-ability that I missed, I don’t see where the “hella nerf” argument is coming from. Also, the air grab and air-to-air strong buffs are notable, imo. I’m assuming that means air-to-air strong will lead into combo starters now.

what is this air strong buff you are talking about? only change i know of is that it knocks down faster if you chain into it with a light but that was a nerf to prevent her crazy OTT corner combos.

Won’t knock back as far when not chained into. So presumably it’ll be a bit easier to use j.MP j.HK in midscreen combos

Bear in mind the patch was probably based on aggregate play from people/groups we may be unfamiliar/have had no contact with.
Though it does seem a little thick for Bella and not-so-bad for Parasoul, which I’ll admit gives me scrubby pause.

I have a question about online play for those less ignorant than myself. If two people on SG online pick different input delays for their match, is there an inherent advantage one has? Put more simply, if I pick a delay of 3, and my opponent picks a delay of 1, am I technically at a 2 frame disadvantage throughout the set? Or does ggpo somehow keep us “even”. Thanks in advance.

I believe the understanding is something along the lines of “The greater the deviancy, the worse it’ll be for both of you”