- I’d rather say she controls the ground with her fast IAD. Air-to-Air, usually the higher attack is going to win, and Filias fast IAD compared to eg Valentines Backdash>Airdash which is quite a bit higher will lose most of these encounters
- Good normals on the ground? :eek: Which exactly are you talking about?
Well, for starters she has a frame trap in s.LP, s.MK. Her s.LP is the fastest attack in the game, s.HK is low attack invincible and throw invincible from what I’ve seen and c.HP allows for the Ringlet Spike loop. c.MK allows for ages to hit confirm, although on block she has no options to make it completely safe, she can do a HP Updo into air Gregor Samson to reach an air neutral state.
Obviously other characters will have better normals but hers aren’t bad.
And if you include the many assists every person could possibly have (without arguing that you’d use only a set number of “viable” assists) into the equation?
thing is though theory fighter is all well and good, and practicing counters in training mode is good and all, but when its in an actual match, and you have no way of telling what it is the opp is actually going to do, its a lot more difficult than you make it out to be.
and the whole thig you said about command running through the first projectile, and then cancelling and using reflector for the rest is actually imposiible since cancelling the run actually has recovery on it, and any good peacock is also likely to have an item drop above your head as well as say a bomb and also firing her bangs at you at the same time, with the threat of argus if she gets ANY hit (armoured or not) on you (and thats not even including an assist). no peacock is gonna do random AA as well from the other side of the screen most times. also if the peacock player is smart and sees you doing command run to get in she can just cancel into AA on reaction and punish you for it.
do you actually PLAY solobella against a peacock who literally almost always has the screen filled with hitboxes? because if not then youre not really qualified to say that bella is a hard counter to peacock.
That must be one godlike Peacock to be able to shoot Bangs while having an Item Drop prepared. :U
Including assists, the approximate number of permutations of team setups is 4,677,128.
That means the amount of possible matchups in skullgirls, if you include assists, is approximately 10,937,765,502,756
It’s approximate because each character doesn’t have the same number of useable assist moves, so I used the average of them, which is 24.
And solo Painwheel is going to be doing the rushing down, not getting rushed down. The only real trouble she gets into is if the opponent can throw something at her, because chasing her is a nightmare because she can just hold up and it’s like keeping a piece of candy just out of reach of a child.
If you learn 92 matchups and master at least half of them, then you should be playing a more serious game… like Chess.
The point is, the topic was based from Solobella having an advantage against peacock; which is like saying bringing a knife to a gun fight will eventually be in the favor of the person bringing the knife because he had experience.
In other news; I play Double on point; with Filia(DP assist) as my anchor on the duo.
Discuss.
If it’s anything like Double with napalm pillar, it’s pretty nuts. I don’t like the idea of anchor Filia though.
I play Chess^-^
Double has one of if not the best assist in the game, eats Meter like mad while not building it half as fast; Filia doesn’t need meter but needs an assist to keep her pressure safe. I’d swap that around.
Filia’s DP assist pushes herself forward on recovery, so it’s pretty punishable if you’re throwing it out there. Just experimenting it’s uses.
First to ten in Chess? :), jk.
I’ve played Double as anchor but I personally enjoy her more on point; while as I played Filia on point with Double as the anchor.
If only practice mode gave the option of meter building through combos; I’m confident I have a combo or two which gives Double a really good amount of meter.
I think she’s being overshadowed by her assist options.
You can change the amount of meter you have in training mode. Just set to however amount you need and what you have left over is how much it builds.
Actually, if you set meter the meters will reset as soon as the combo ends. To know how much meter something build while still having some meter, set the meter to what you want, unpause so your meter shows what you need, then set the meter to Normal (all the way to the left) so the meter will build and drain how it should while still showing the end result.
Looking for casual players to fight against, I’m no pro, just enjoy playing, gamertag: yanimotch420
Anyone know how to tech roll out of a fall in this game?
Noob question, I know, but it’s hard as F*ck finding out info on this game.
Mash a button and a direction, left or right.
thats pretty much the only qualm I have with this game at this point, is that there is next to zero way of getting visual confirmation that you are no longer in hitstun… aside from like, the combo counter restarting…
Since no one visit the character forums, does anyone have any tips for dealing with Valentine?
I cannot count how many times I have accidentally dashed when I was trying to tech.
Bleh.
That happens to me all the time, except with pushblocking. >_>