Skullgirls Gameplay Discussion Thanks For Playing

you cant actually use this as a assist really. you just get head recall i think and not nom.

You’re confusing command run with normal dash.

Oh, wow…I rarely use her normal dash, so it just didn’t click.

Good point… For pw though i think her cr.mp might be an overall better choice than throw:

Can be charged with armor
Does lockdown
Can be canceled into flight
Can be canceled into super
Or canceled into heavy punches or kicks
Has a better AA ability than her throw…

Though her throw being so easy to combo from would of course be pretty damn good as well, just maybe not as versatile

-dime

PW is one of those characters who I’m seriously considering giving dash as an assist to. Her assists really aren’t amazing, but being able to alpha counter and air grab/grab into full combo or HG jab on an obvious chain ender looks really good. Gonna be a tough call with the new pinion dash assists though; give Peacock a dangerous alpha counter vs pressure or give her full combos starting from H Bang? >.<

Now that you mention it those do sound like promising ac’s as well as just the ability to instant block while possibly moving forward…

Hell, might even give easy happy birthdays if called late against assists…

Pw does look to have some rather AWESOME utility assists, if only because none of them immediately jump out as a best option, unlike hornet bomber, say, overshadowing cilia slide or pillar overshadowing bike or shot…

-dime

Is that possible in an alpha counter? If so, her armored jab could work too.

Dash assist sounds kinda cool, if it weren’t for Double’s better options, I think her dash could be a pretty cool counter.

Ive read somewhere from i think, pali, in the parasoul thread that pws armor moves are chargeable as ac’s, though i havent myself tried them out.

Also, yeah doubles dash prepatch might be an awesome ac… Left right with numerous invincible frames.

Other things that might be good ac’s…
Peacocks hk teleport… Just going off your double suggestion… Though her st.hp allows teleport anyways so… Hmmm.

Actually, due to the nature of being ac’s… Any number of special moves could/would be good as ac simply cause you are effectively getting a blockcancel into a special move… Any move in those circumstances might be sweet.

-dime

Peacock’s St. HP is a projectile AND two hit, heavy normal that can cancel into a close range combo starter, short range dp, teleport or long range tool as an alpha counter. It’s the only assist I use for her, although the Boxcar is pretty amazing.

Funny how little I’ve actually thought about it, Painwheel’s c.MP seems even better an option though, thinking about it.

I think c.MP is a better choice than dash, if only because it actually has a very applicable use as a normal assist as well.

New Pinon Dashes might be pretty good assists, might work as traditional ACs, but not be as versatile as a normal.

cr.mp as an assist for PW is really good for both mix-ups and lock down. It’s pretty lengthy on hit as well so you could easily hit confirm or pull off shenanigans you couldn’t normally do with your point char.

Pinion dash is actually pretty nice. She has a massive hitbox, fast horizontal “projectile”, hefty block stun, and the delay on variant can help with left/right mix ups. Calling pinion and teleporting as Peacock for instance.

Yes, but I was considering their usage as alpha counters haha. I started off with Pinon Dash and have been using c.MP for the longest time.

Would like to try out the new Pinon Dash assists though. The extra time charging (?) might make them incredibly obvious but they will be great screen control I assume.

New LK Reaper will probably be a great alpha counter too. She has combos that link after them, iirc. As an assist, it re-stands for the point character.

The other question is when and where can you use alpha counters? It seems like doing it against characters with invincible specials you’d want to avoid their normals, or at least ground normals.

With a buffed hitbox, potentially. I still think c.MP would be better though, especially as an assist.

I wonder if you can do Diamond drop + HK Reaper setups where the reaper hits during the unblockable frames of a jump and recover from whiffed diamond drop into combo.

When to alpha counter depends on a number of factors, such as the move you’re going to counter into, the moves available to the opponent after the counter, whether or not an assist currently out can beat it, etc. You can start off by countering obvious strings that are safe on block, like a Parasol double fierce w/ non-invincible assist call, Peacock string into George or hit confirm strings in general.

I think there are 2 places where they are very powerful.

First is wherever they are going to cancel into special, but only if you have an invincible/armored assist.

Second is when you are in blockstun from a lockdown and anticipate a slow/high recovery move…like… Parasouls f+lp…

Another obvious one would be against single hit specials like prarsouls shots or something similar.

The biggest problem is where to sneak in non invincible ac… I can only think theyd be really useful at the end of strings/single hit moves.

-dime

you can always just cancel the alpha counter into a super immediately as your character touches the ground. most supers have startup invincibility so at worst you will have to burn 2 meters. depending on the situation too you can sometimes combo off of them.

anything that starts up fast is good as an alpha counter. bellas diamond drop is awesome as an alpha counter too bad it doesnt help you at all in the neutral game.

I think for most of these theoretical ac’s its a given that even if they did turn out to be good they kinda force a trio team so that atleast 1 neutral game assist can be used… Eg a duo where the second character has dash as an assist doesnt sound like the smartest thing in the world.

Other wise you are basically playing a solo less an assist but with a dhc and ac…

-dime