Skullgirls Gameplay Discussion Thanks For Playing

Net health is “how much health you would have if the dmg was set to 100%”.

To explain -

  • Char A has 100 health and deals 10 damage a hit (100%, 1000%)
  • Char B has 300 health and deals 1 damage a hit (300%, 100%)
    The “net health” of Char B is now 30 (because he survives 30 hits of A’s 10 damage, so if you scale A’s damage down to 100% - 1 damage - you have to scale down Char B’s health accordingly)

It’s there to give an easier comparison of the actual life, which is hard to see in the ‘stat comparison’ row.

Um… but… uh… Oh, I get it! And the numbers are all the character’s combined health. Gotcha.

so now that we know when the (psn… grumble) patch will drop… can we start talking about strategy again?

first a statement then a question:

the best assist classes in this game seem to be gtfo, lockdown, projectile, low and throw

time for some theory fighter… out of the proposed classes which do you think would be the best for any one character (say the move name)

gtfo while probably the most seen assist class, wouldnt probably be as good for some characters, especially in some matchups.

ie double with filia updo going up against say pea/double… isnt going to be very good… double will probably just get owned ESPECIALLY post patch. so if someone mained double/filia with filias updo, they would do well to pick a different assist for filia… just for the matchup… something like filias hp ringlet… or swichout the order and put double second.

i think this eventually will be how skullgirls is seen… a game that is based on counterpicking based on assists and team order.

anywho some theory fighter good assist types for the characters:

filia… probably her best assist is going to be a lockdown assist type since she is a high low character and can mix people up even when they are in blockstun… for this reason, cerecopter imho is probably filias best assist. also filia can dp and clear anything out while calling cerecopter to make her safe on the way down… thats pretty good synergy, plus they have dhc synergy as well, just have to watch out for alpha counters and getting zoned out… bella might get switched to armored punch or reflect against fireball happy keepaway teams

double…. has trouble getting in. doesnt have the greatest mixup upon getting in, though throw/low is adequate enough to open people up… so no lockdown needed. double is a hard one for me cause its hard to figure out an assist that will allow double to close space while not being very susceptible to being hit on startup as well… if only double could have a hornet bomber as an assist ( :rofl: )

actually my playing partner AOF has a very good double strat of using parasouls bike for double and double is the best user of that assist that ive seen… so yeah ima put that up as it goes through fireballs which is precisiely what double wants and doubles super long dash can make easy work of confirming the bike otg

wow… i need to put parasoul on my double team, i didnt come up with the strat but it is damn good.

parasoul… cerecopter to pump up the high/low cheese mixup… plus parasoul can pillar plus copter and be safe just like filia… just make sure to not wiff or thats your ass.

fortune… have no idea, i dont really know what her weaknesses or strengths are… mf is the only character that none of the current aussie scene plays so i have no matchup experience against her.

bella…shes a decent user of bomber for now, post patch she will still need to get close so perhaps bike will be her go to assist as well, AOF uses bike for her sometimes and it is pretty good.

painwheel… pw only needs to get close… once shes close its generally game over for whoever, i just dont know how good of a bike user pw would be…
prepatch, bomber is painwheels best assist imho… locks down, gets her in, cooks and cleans and doesnt talk much… perfect.

peacock… double or filia gtfo. double for offensive action filia for defensive stuff.
it cant be overstated how much better peacock gets with a updo or pillar defensively… MUCH better than bomber. but if thats all she has she can get zoned out by a projectile assist along with a projectile point character.

valentine… right now val is really stupid with a gtfo assist that she can use to hitconfirm otgs with… the difference between her and another character is her run is fastest in the game meaning easier otg conversions, and her movement allows her to get very high on the screen making her hard to keepout/play lame against… meaning that she doesnt really need an assist to use to get her in… once in she has low/throw for a classic mixup or she has crossup jhp…and neither require an assist, really. so so just a gtfo for her defense and offense versus people that like to poke at her seems to make her a pretty complete character.

comments? dont agree? id love to hear anyones reasoning, as thats how we learn things.

My theory is that a projectile assist covers her bad matchups, and a lockdown assist amplifies her strengths. Peacock’s HP, Parasoul’s Tear Shot, Prepatch Hornet Bomber all do a bit of both. I do like the idea of the armored punch to eat projectiles though.

Pre-patch, she’s straight up a godlike anchor, so assists are secondary, but Parasoul’s Egret Charge is indeed very well suited to her. She doesn’t really need mixups or lockdown, she needs a safe transition to cat-heads (and a battery). As an assist, that probably means a high priority long-mid range poke; Lock ‘n’ Load, Shadow of Impending Doom, something like that.

I only use bike to assist Cerebella if I have Double on the team, otherwise I prefer Tear Shot. Bella just can’t follow the bike as well as Double can. Not sure what assist will be best for her after the patch, I know GDO is good, Updo is probably good, Cilia Slide could be gimmicky, not sure.

I doubt SG will ever come down to straight assist counter-picking tbh, not when every character has a tool to help with every situation (some better than others) and the changes to defense will make this more like GG where good universal defensive skills solve problems where reversals cannot/do not exist. Also, assists are going to be harder to confirm off of, so you’ll need to be on point with that. Plus, now that Hornet Bomber has been fixed, all gtfo assists have the same issue of being useful at short range only.

I honestly hope to see less of Double bomber, now that it actually makes sense; not having any invincibility during active frames for M/H is huge, as it means any poke sticking out will beat it, and the gap before the last hit changes up how lock down will work as well. Maybe people will use shit like her slide now, which looks like it could be amazing, not only as an assist but as a possible AC too.

Opinion time!

Peacock benefits way more from a neutral game assist than a defensive assist imo, as neutral is where she dominates pretty much everybody. If you’re defensive skills are on point, she can survive a few defensive situations right now, not to mention alpha counter supers being available often with the way she builds meter; just have a great option behind her. Neutral is where you want the match to be all the time, where you can fill the screen, move in and out behind shit, chip and build meter, etc. So something, like a Cerecopter would be good for her, maybe M/H Double since she’ll actually be able to cover the start-up and approach of the assist well enough on her own. I’m looking forward to seeing how well she uses the new Pinion Dash assists.

Bella really just needs some tool to help her approach, so a projectile is good. I wouldn’t really say bike, since that’s already slow, Bella’s mobility isn’t great so she can’t really move in the air while it covers the ground and it goes away if any non-projectile strikes connects. Maybe a Napalm Shot or Boxcar George that she can armour run behind. Also, anything that augments Titan Knuckle is good, so look into that; I know Val has a move that basically gives Titan Knuckle vacuum effect when used together.

Painwheel also feels like she could benefit from a projectile assist like Boxcar or Napalm shot to help with her neutral and approach. Tear has the added bonus of being a pseudo-lock down assist on offense due to the threat of the tear left on screen. I currently use Cerecopter for the neutral game assistance as well as the lock down potential.

The assist selection has been balanced pretty well, imo. An assist exists for just about every play style, and most are effective when used properly. SG feels like a case where “less is more”, basically you take the core characters presented and develop your own team specific strategies based on the size, assists and positioning. I’m sure you’ll see some wonky stuff with just the current cast based on how creative the players are.

Well… on Bella… When I play solo, I play really fast paced and in-your-face (which is why I haven’t ever seen a single timeout from my games). And I think… for my playstyle, at least, Hairball, Hornet Bomber, Item Drop, Pinion Dash, and Tear Shot would work really well with helping get in. The fastest means of travel is dash-jump-glide. From anywhere on the screen, you end up right in the opponents face after it’s done, and it is pretty quick as well. Unfortunately, you can’t block from it, and there is no safe way to cancel it (releasing hp being the quickest to recover). I believe that these assists would help out quite a bit in this area, giving you enough time/cover to reach the end of your glide, or safely cancel it by releasing hp. You could also, with any of those, cancel to j+d.mp, to land earlier but still behind whatever assist you threw out (except probably item drop). These assists can also help with Tumble Run, which cancelling with lk is often a forgotten ability by me, and it’s safer. Bella is basically good in every other area, so nothing else is needed, maybe other than assists that give her more Command Grab reset opportunities.

If you think you’re gunnar see less double assisting thepatched version you’re probably going to be disappointed.if its still as good as it was in the patch I played at ect the it’s b asically still as useful

The patch you played is never coming out. =/
That has changed so much that it doesn’t even exist anymore imo, check the patch notes to see exactly why M/H Bomber is no longer ridiculous. I expect to see people trying to force the new M/H Bomber like it’s the prepatch one though, it just won’t work, lol. Maybe the increased damage to assists will wake them up quickly, though.

Edit

Can’t you just check it using the dev kit Chibi has? I thought you two play together. o_O

Huh I’m talking about the version of the new patch I playedlol
Thedevkit version. Double butt is still godlike for a variety of reasons

You said the version you played at ect, which was like June/July. Regardless, M/H Bomber probably still has its uses, but it won’t be completely dominating the neutral game anymore like it does post-patch. No more horizontal screen filling invincible assist, plus the extra damage assists take means a lot of red health if it’s forced like it’s the post-patch version. Maybe that alone will get people to try something else, instead of just defaulting to those. They may just default to L Bomber though, which is fine because it doesn’t go further than like 1/4 screen distance at any time.

Did he update the properties on that assist since June? I was under the impression it was still the same. I was still able to use medium version defensively (albeit its a little worse but basically just as good) and its the same in corner pressure from what I remember
Didn’t try the heavy version though

Yea according to the patch notes it’s still invincible up to the first active frame meaning you can still mash it defensively during opponents pressure

Im pretty sure the assist is still going to be just as good as it is now… Maybe just slightly less braindead and has a higher percentage chance of getting stuffed… Still will be good for what it dooes though.

Te assist was never fullscreen invulnerable… If at fullscreen it lost its invincibility at about half screen or the apex of its height… Which isnt that much different than what its got now ( invincible up to the first active frame)

Personally i think that besides the hornet bomber nerfs, that double was gimped waaay to much… She was cheese as a support character and yet she got so many things nerfed that primarily affect her point play… Like nerfing her jhp hitstun… Bad move imho… Double isnt the greatest character at neutral in mikes own words and one of her most used neutral moves got nerfed… Doesnt make sense.

Then she also got her easy hitconfirm nerfed… When other characters are able to cancel into safe on block moves for easy mode hitconfirms… Such as painwheel, parasoul, fortune etc etc

Just seems like she got hit by the we mad at you stick… But i digress, she will still be ok, especially as support where she will still be good, but at point shes like the least viable character now imho… Why nerf her dash invincibility? I just dont get that… How is she supposed to fight peacock? Cant out fireball her, cant bomber through her stuff anymore, cant easily dash through georges either…

But im just kinda meh in the whole thing since its double… She was never my favorite character in the first place, but i feel for any point doubles out there… You guys got hit hard.

M Bomber is invincible up to the first active frame, meaning it will most likely trade or lose if you just mash on it thoughtlessly; think Peacock’s L Bang, that’s hit invincible up to the first active frame currently. Also, the 2-4 frames of vulnerability before assists even start up need to be factored in. If you mash it currently, it will flat out win, no question. I had asked Mike to demo the new Bomber during the last major patch demo session and he went through the hit-boxes and a brief explanation, so I’m pretty confident about that.

On offense, I believe the only difference is a gap before the landing hit, so you’ll have to cover that.

You still have car, slide (low profile attack), Titan Knuckle iirc, dash is still invincible enough to matter and the copied Painwheel j.strong still goes far enough to make jump-ins a threat. Also, she has a better version of Peacock’s only standing mid range poke (pie) AND Painwheel’s cr.lk, so she should be able to do something from mid.

I would expect her to be at a disadvantage at range vs Peacock though…character with arguably the best neutral vs character with arguably the worst? And the lack of mobility to help her out? Yeah, that sounds about right. Also, isn’t she the least viable point character now? Unless people still think that’s Peacock?

About the easy mode hit-confirms for most of the cast, you can consider those indirectly nerfed due to guard cancelling being added to defense.

Still the best assist in the game almost 100% positive
Full corner carry for every combo, defensive get off me (you’ll see once it comes out that it still works just not as well) long ass corner lockdown

We’ll see, I guess. Best way to tell is to try it.

Someone join my game on xbl…trying to play this version a bit before the new one comes out and we never get to do long combos again lol. But no one has joined my game in 1 hour of waiting

Are you guys talking about MK or HK? MK I can see still being used the same way. HK no. I that thing was invincible for longer than its startup pre-patch and now it wont be invincible at all. I think offensive player might want to switch to MK bomber, because it is still godlike.

What do you guys think of the Sub-zero assist? I think it should maybe get used more.

… I think its a very good situational assist… But having to compete with bomber keeps it down… Like parasouls bike having to compete with pillar… Or filias hairball having to compete with updo…

All those have some majorly food theory fighter assists.

Dropping double, Parasoul/Painwheel only.