Skullgirls Gameplay Discussion Thanks For Playing

Thats good though, because then if people are pushblocking on prediction rather than reaction, then you can punish them for it.

Really general tips? I think you’re almost always better off with air dominance so try establishing that?

Woops this is actually what I meant, using that Darkstalkers lingo. :U

>_>

'k. How do I do that? Her air normals cleanly beat mine.

You’re using filia and fortune? I don’t use either of them, so I can only guess but I saw Chris G use a move with Fortune where she sort of flips over in the air and kicks with a big arc that knocks them out of the air, filia obviously has the j.HP. If you’re using an AA assist, any time they’re caught by it or forced to block it should let you approach them from the air and set up some momentum, if they’re more careful about getting into that range, try spacing yourself just outside they’re usual range and jump or super jump as they come down.

Make sure you’re comfortable with your characters’ movement options, like Filia’s dash cancelled normals (backwards and forwards).

I play Fortune, and when it comes to dealing with Valentine I try to either get in the air above Valentine by using super jumps, double jumps, and Fiber Upper follow-ups or beat any obvious jump-in attempts with light Fiber Upper. It’s probably a good idea to not try and beat her our with your air normals aside from j.LP (or an air grab) if you’re close enough, so just use Fortune’s tricky mobility options to get around and position yourself in a place where Valentine cannot easily hit you or pressure you.

So gonna ask but it seems that jumping and not doing anything then landing actually has landing frames? I wanted to bait out a Cere 360 out once, jumped, IAD(perhaps this gave the landing frames) and didn’t do anything, she got a 360 right as I landed and I couldn’t jump even though I was holding up. Or perhaps it’s because of prejump frames? But I was holding up before the super freeze so it should have worked.

Ok so I guess we’re moving here then!

Mike also mentioned that he may make a change so that Peacock gains no meter while she’s holding an item.

Damn I didn’t know this patch was going to change anything much character-wise considering the game is still early. Like for Peacock all I was expecting was her item drop otging the wrong way every so often would be fixed and any glitches that she may have. I didn’t see any kind of issue with her teleports.

Edit: (post above mine) ah fuck!

i believe that you cant throw someone in their prejump frames, you should however be able to throw them in their landing frames.

i have to say one thing i really hope doesnt stick in the new update is the new IPS. the current system is still rigid enough that it prevents repetitive patterns but still allows a good amount of freedom and versatility while creating combos. characters who have fast mediums are likely to be affected by this less than those with slow mediums that are difficult to combo into.

also how will this affect cerebellas restand using j.LP mash? mainly for the fact that you really need to link it into st.LP to continue afterwards since its your fastest move, but chances are you have already used your cr.lp as a combo starter for punishes. the combo system is fine dont change it! typical that there are no infinites in the game anyway yet people still find something to complain about.

  1. Cerebella has more than j.lp for restands, and also has grounded combos with run stop
  2. If your punishes start with crouch jab then you are wrong.

Have you guys seen the new changes? So soon??

also, why are you nerfing Hornet Bomber so bad? Can Double get some buffs please?

other than that, everything else is cool. LOVE TOURNAMENT MODE. Hope we dont see this for a while though. I would hate for the game to change so soon. MK did that shit and that was super uncool

Where did y’all get all this info?

As people have said in other threads, I don’t understand how the IPS ‘prevents repetitive patterns’ when it essentially allows for you to do the same loop four (or more, depending on the character) times in a row. You can’t tell me that st. LP>Loop>cr. LP>Loop>st.LK>Loop>cr. LK>Loop aren’t repetitive patterns.

As for the other part, you may be able to link cr. LK after j. LP (mash) for a restand? I don’t play Bella very much, so I’m not sure. cr. LK is 2 frames slower than st. LP, so it’d be a harder link to be sure.

i dont see how punishing a move with recovery using my fastest move is wrong. what if i have a small window to punish with? im not gonna use anything slower am i?

Sure, for gameplay discussion.

Post anything off-topic or derail the thread though, and I will infract you harder than I’d smash Julia Stiles (read: pretty fucking hard).

Back on topic, I’m pleased as punch with the new IPS. I don’t use any long combos, favoring resets, and this suits me just fine. I also had no combos that involved switching between cr/st versions of a normal, so no problems here! :tup:

Well forgive me, but when I think of “punishes” i think of a max damage, big opportunity punish. Connotation! To answer your question you also have command grab xx dynamo and show stopper.

And duh on my part, I should have scolded you for thinking you should worry about what you start a combo with because ips doesn’t track your normals until the third chain. So you can still do baby’s first restand in to st. lp even if you start with c.lp.

I think the only loop I ever used in a game was Filia’s drill loop in the corner, and Parasoul’s loop offline only, never managed to land it fully online yet so I’m all good with that ips change.

Mike bosses are forcing him to nerf it. He said his bosses read forums