Skullgirls Gameplay Discussion Thanks For Playing

Sheeeeiiiii

I love using the level 3 in combos and as a reset, and everywhere, just everywhere.

It really is a man’s(girl’s) best friend.

Before I start… I accidentally changed something in the font settings, and it won’t go back to normal… so it looks funny…

No, C.LK, RUNSTOP, is not safe. Block or hit. The stuff that goes “s.hp (I think s.hk works too), run stop” is safe/neutral on block.

Is the command grab safe…?

Of course they can’t sit there. If you don’t jump or do something invincible against Bella, she WILL grab you. Which is why people jump, or spam srk/flash kick. I don’t understand your argument.

Stop it… you are making me doubt Australia as a competent FG continent.You’re lucky Age lives there, else I’dve written off the land down under (this count as hype trash talk?).

No. My point was that Bella didn’t have any brain dead hitconfirms, and that you defending Double’s j.hp by using the argument “everyone else has brain dead hitcomfirms” was invalid.

Okay… you inferred, from “Bella doesn’t have brain dead hitconfirms”, that I can’t do anything but standing attacks… somehow… I know I don’t have any proof, but, trust me, I don’t worry much about my ability to open someone up as Bella. Leave it at that.

Not everyone knows the intricacies of every character. Especially in a game so few are paying attention to. I know what you are talking about, I do it on a regular occasion. The whole c.mk, crossover j.hk thing is easy as heck to see coming and block, but if you’ve never seen it before, you can bet your ass you’re going to eat several of them in a row. Also, I regularly punish hp hp tear.

Dude… c.lk, c.mp, c.hp is one of the worst ways you can start doing anything as bella. Upon hit (since I started the conversation on hitconfirms) the only options afterward CRIPPLE your combo. j.lp cripples your damage output, j.hk uses up an otg and two additional ground buttons for a follow up, Excellabella will only do good anythings in the corner and even then scales to 35%, and the corner-exclusive j.hp juggle works only on half the cast. A better (by a lot) option would be c.lk, c.mp, s.hp/s.hk. Assists, also, don’t have any standing on how bad of an opening sting it is. Yes, they can make you safe, but still, ending a starting string in c.hp is *stuuuuu-*pid. (I’ll be sure to post that guide I’ve been working on after I confirm a few things in the patch).

Now, onto what I’m sure you meant: canceling a blocked c.hp into one of two command grabs, Excellabella or Diamond Drop. It’s a 50/50, just like low/throws. Yes, they do a bit more damage (compared to throws, as lows lead into full combos), but they are in no way reliable. Unlike the low/throw option, you, if you guess wrong, will most likely eat a damaging punish. DD is relatively safe, as in characters sometimes don’t come down in time to punish with a jumping attack, but it’s not something to rely on (like hitconfirms are).

Also, since you’d probably say that using assists while using the command grab is what you meant, the change to assist calling will change the effectiveness of the option of assist, command grab. You’ll have to go “Call assist, motion, command grab”, unless it’s more lenient than I think. This means, unless you have just the right timing, you won’t be able to catch the first rising frames for Excellabella, and the window for landing Diamond Drop will be smaller as well.

I’m not complaining. There aren’t many hitconfirms without runstop, which requires a higher level of dexterity than I’ve been able to attain on a ps3 controller, but I’ve been fine. Bella does enough damage for it to not matter so much.

Which ones? I know about all of the ones discovered thus far, unless there are secret ones people are hiding. I don’t know what you mean by linear and obvious, but I get by.

I refuse. Fuck Lockdown Assists. Population, me.

Woah, really? Need to be mindful of that.

I don’t understand what you mean by being blocked, but I probably answered it somewhere in my post.

Anyway, I had your same communication issue. Solution: Talk less. Seriously. If you get right to the point, your personal opinions can’t color your words like they do. I have trouble not doing it when I feel slighted, or disrespected, but I can normally keep it in check. Though, then I come off as curt and rude…

Do you start your string with s.hp, or was it just “Whatever move, doesn’t matter, s.hp rest of string”? Also, didn’t know that s.mp was +2 on block. Now it should be, like, +5? I wonder… And then… Yessssss, this will work nicely… (I’m bullshitting, btw, I can’t really think of anything new).

Everything this man says is truth. And every time he corrects himself, both parts are truth.

Seriously though, you can jump out after the flash, but there are some times when that really isn’t the point. Like… the situations you mention. For example, against Parasoul, if she does bike super, and you are using, say, Painwheel, and you see the flash, you’re in her face, you know Death Crawl won’t cut it, you can Death Crawl, dhc Showstopper to grab dat ho. However… I’m not sure if a counter dhc from Parasol would beat you…

I shall be contributing shortly after the 20th.

i dunno i figure that once you get past like 6 hits you may as well not bother with bellas level 3 half the time. you can still set up resets without spending so much meter. truth be told it mostly only gets used from me as a DHC and a last ditch attempt to win a match if im feeling really fucked.

I do run stop loop into strong into level 3, into wallbounce restand combo into launcher into otg.

It does STUPID DAMAGE.

Won’t work post patch, I guess.

I guess I’ll start doing my loops with standing forward for it to work.

im gonna have to respectfully disagree with you on this one. ive seen way too many people fuck up good punish oppertunities by going for a run stop and fucking it up. thus putting themselves back at square one. you gotta make the most of thsoe oppertunites when you get them because you may not get another one.

execution requirements are an important part of combos/setups as well as damage/OTG use etc etc. not saying run stop isnt easy to do but its certainly easy to fuck it up.

(can you tell i start all my combos cr.LP-MP-HP? :D)

Going to start using Cock/Nazi/Monster for the patch.

Good team, great synergy, really nice damage for not a ton of meter.

Going to play a rushdown style cock, found some really nice tricks for her to keep up pressure as well as some really tricky shit to block.
Really liking the George’s Day Out assist for Double, makes her extremely hard to block.

Yup.

I might go two style, it is a strong debate for me.

I am a reset monster, so characters like Val, Parasoul, and Filia are up for me.

I like playing my anime games with heavy footsies, fast mixup heavy footsies, but footsies nonetheless, so I may go Para.

(I always say "I love footsies, and then I run to characters like Bulleta, May, and Platnuim.)

You may be right. I know, painfully well, how execution comes into play. Upon further evaluation due to outside perspective, only one option from a c.hp is acceptable at the start of a combo. Solo, max range, c.lk, c.mp, c.hp, j.hk, c.lk, c.mk, j.mp, j.hk, s.mk, s.hp, Pummel Horse, c.mp, c.hp, j.lp(mash), s.lp, s.mk, s.hp, Cerecopter/lp lnl super would probably be one of the best strictly damage things you could do. Then again, you could go for resets… and you could also with peacock assist do c.lk, c.mp, s.hp, Peacock s.hp assist, hp lnl, c.mk, j.mp, j.hk, s.mp, j.mk, j.hp, c.hp, j.lp (mash), s.lp, s.mk, s.hk, Cerecopter/lp lnl, super. There are also five good command grab opportunities in there. Then again… this isn’t the Cerebella thread. :stuck_out_tongue:

clown/nazi is the first team i ever used. copter is really good for nazi, and pillar for clown (obviously).

By learning block strings like lp/lk~mk~assist~mk xx rc with nazi, you can get some really gross 50/50 pressure. Team does HUGE damage as well

If you learn how to optimize your zoning with tear drops/shots you can use copter to pretty much have some kind of control over every part of the screen, but the team has trouble with getting rushed down once someone is inside since Parasoul has to sacrfice her reversal to block high and copter has no invincibility.

before i start, let me say that i SHOULD make you go back and reply to whatever topic it was we were discussing a month ago… you tldr’d that and ignored the entire thing… which is fair enough, but its also fair enough that you should be HAPPY that after having ignored that that i am even bothering to respond to you.

know this though, should you feel the need to tldr this… again. you wil be going right back into that awesome place known as the ignore section. you ZID need to learn how to converse with peope that have differing opinions than yourself. cause there will always be people that differ from you.

i dont mean to give you a life lesson im just trying to say in a not so assholy way that i dont have time for closed minded people that do not listen to reason. i am not here to win arguments im here to learn, and teach. closed minded people offer me neither avenue of discourse so its pertinent for me to just ignore them.

ahem:

why would you do cr.lk xx run stop as anything standard? i assume that you are a good player, you can assume that i am as well… arguments like this hold no water. cr.lk on its own is not a hitconfirm. pls dont bring redundant arguments to me as there is so much else that we can be saying to each other… i mean look the length of your post… you dont need filler like this.

s.hp xx runstop safe on non pushblock? fine.

is ANYTHING safe? cr.lk isnt, jhp isnt, there is no completely safe hitconfirm that is safe on both startup and recovery. even jabs can be countered and sometimes even supered. command grab is safe when it works… when it doesnt, it is not… like most other good hitconfirms.

maybe we are having a disconnect as to what a hitconfirm is?

“any move that allows you to attach more damage on top of it upon seeing it successfully break the opponents guard”

thats a hitconfirm. throws that lead to combos on reaction are HITCONFIRMS.

frame trap their jump out attempt or block the reversal or just do a tight blockstring into something relatively safe… like runstop.

you dont seem to understand that the opponent CANNOT defend against every option you have simultaneously. they can reversal… but they cant reversal AND jump out at the same time… its one or the other…you as the offensive player get to choose which defense you think they will run and do something that you think will beat there defensive option.

they want to tech a throw? go low instead… you guessed wrong and they blocked low? thats you guessing wrong. but since this is sg and sg is easy, assuming that you have the reactions to do it and your opponent didnt pushblock your stuff, you can see your cr.lk,cr.mp get blocked and then transition into a command grab instead of doing cr.hp or s.hp.

they dont want to tech the throw, they want to jump out of it cause they anticipate it will be a command grab? do a low starter, or frame trap their jump out with cr.mp and go into full combo. you have to guess right though… like every other character in the game that has these same options.

they want to reversal? does their character have an air reversal? NO? then knock them into the air and FORCE THEM TO GUESS between throw, air command throw… reset crossup if bella has one… etc etc… characters that have no air reversal can have trains run on them and honestly i think that alone makes them kinda not so great… not bad but its a HUGE strike against them. these characters are bella,double,parasoul and peacock. no reason to deal with there masehed reversal on the ground if you dont have to is what i say.

if its one of the other 4 other characters then you will just have to grin and bite the bullet and make correct guesses… this is after all a fighting game and guessing correctly via good reads IS the name of the game.

i dont represent AU,my fighting game experience is from so cal, where i grew up. having said that yes age is a VERY good player. i take nothing away from him nor the aussie scene. also, age doesnt represent the best that au has to offer… that would be human bomb and toxy perhaps even KG

im certainly not on any of those guys levels

braindead hitconfirm to me means that it is easy to confirm…. i dont know what it means to you.

lets look at some not so braindead hitconfirms from both skullgirls and other games:

raw cr.lk… very hard to hitconfirm this without committing to a second chain move, though the best players can actually do this, perhaps not in skullgirls though.

3s:
ken cr.mk
ken cr.lk x2 xx super (very hard)
chun cr.mk
damn near every other high level hitconfirm in 3s… they take exceptionally good reactions to do… imagine having to practice for 2 weeks just to do chuns… thats what justin wong said he had to do to confirm chuns cr.mk into super

i still cant do it… though im no 3s player either.

3 chains though are braindead as all hell and very easy to confirm… in fact they are pretty much “free” bella has unduckable 3 chains, therefor in my mind she has a BRAINDEAD hitconfirm.

i dont really know what it is you are talking about if you arent talking about this… maybe execution? lol execution doesnt take any smarts so it can neither be braindead nor smart.

i want to go on here but we need to move on, ill just say what i was going to put here, somewhere else.

wait a minute… so bella doesnt have any braindead hitconfirms yet you open up people with ease… that sounds like a conflicting statement from where im sitting… but if you see braindead as devoid of hard execution, then i can see where you are coming from.

unfortunately, you still dont have a point… what every character should have a hard to execute bnb starter just cause you CHOOSE to use bellas hard to execute starter? naw man that isnt the way it goes. i can use a lower execution character if i want or a high execution character if i want. i use ibuki in sf4 and ironman in mvc3 and painwheel in sg… these arent the easiest executional characters by any means.

that isnt the point though, the point is why gimp doubles jhp when her neutral is already kinda gimped as compared to the rest of the cast? gimping a NEUTRAL GAME TOOL on the character that supposedly has the worst neutral game in the game… doesnt make sense where im sitting from.

I… dont actually know what you are talking about there… i assume you are talking about painwheel?

i dont use that reset… that reset is kinda garbage to me when i have what i have with pw. i use it on occasion… but its extremely rare. for instance i just got done playing a 60 game set with AGE and i dont think i used that particular reset even once. i have better more cheap stuff.

i think i lost the set 45-20 or some shit like that… it started out nice with us going 8-8 but then he just pulled away… just to answer your question if you wanted to know how it went.

no confirm is completely reliable… i dont know what to say man… thats just how it goes, you gamble with your hp that you are smarter than your opponent when it comes to damn near EVERY facet of any fighting game. you jump you could get airthrown or anti aired, you stay on the ground you could get locked down then put into a 50/50 on block. you cr.lk you could get supered or your cr.lk could get stuffed.

if you mean to try and find things that have no consequences… i dont think you are playing the right game. DO YOU THINK DOUBLES JHP IS COMPLETELY SAFE???

there are TONS OF HITCONFIRMS… DD is one, lvl 3 is one ( i list it as an example not as an all day hitconfirm that you would actually use) j.mp in the corner is one, that confirm that you said is wack is one bellas corner ground throw is one… i mean there are literally a ton

oh and about that hitconfirm… its what AOF uses pretty much all day. which is why i listed it. so… AOF is godlike yet he uses a wack confirm?

i dont get it man, if you are going to be closed minded and only want to use certain things thats completely fine… but dont come here and say that there are few to no confirms, then say that the confirm that i listed is bad then say that the dude that uses this hitconfirm all day is godlike…
it just seems wonky to close your mind to that confirm unless you have a better one… which it seems that you do… but then why are you complaining about it not being braindead? do you mess it up sometimes? perhaps you should go with an easier to execute one then? seems fairly obvious to me.

sacrifices your otg? maybe thats important if you are looking for 1 hit kills everytime and you have a cough cough solo character that can do that… but you are still limiting yourself as to the confirms that you can use after all you can simply go for a reset after using your otg.

i use my otg in most of my combos right off the bat… it doesnt hurt my pw or my double in the least cause im opening with them all day if i get in and im always generally going to have to do atleast 1 reset probably 2 cause i use size 2 and 3 teams.

tbqh this game is less about combo damage and more about that reset. when age and i hit each other both of us probably have around a 65-70% chance of killing the other players entire TEAM. whatever poor character that gets hit first is usually dead 90% of the time from the first hit into subsequent resets assuming we didnt drop our combos.

fine by me bro.

From the infamous Big Sean:“OHH GAWD”.

At least I can read this one properly.

Dat legit gameplay discussion.

lol at kens short short super being hard in 3s

lol at elitist dickhead comments… but ill play along:

short short super is rather hard to hitconfirm for most every player ive ever seen play the game… in fact i dont thin ive seen a ken besides daigo and other japs that could confirm it as well as they could… ive seen people confirm it, ive also seen people throw it out on block. ive seen people that can ONLY do it if its on a standing opponent (NOT an actual HIT confirm… though it is a standing confirm… and one cant block low while also standing… i can confirm it against standing opponents… but that isnt really a HIT confirm like i said)

hitconfirming short,short,short super though is beyond easy… but thats not what i said.

i mean ive never seen valle or watson hitconfirm short short super (they always use 3 shorts) and yet i have someone coming in and saying that its easy… people nowadays….

-edit actually i need to apologize for the remarks i just made, im not in the greatest of moods right now for some reason, sorry

Its cool I can play and not be hurt :wink:

sorry but I disagree. short short super is a pretty easy hitconfirm, pretty much anything that is more then one hit is pretty easy by high level standards, especially in 3S. Its all just muscle memory, which is the easiest aspect to train in fighting games.

Heck, I know tons of people who do it all the time. Even in ST, where its a big part of N.Kens game (its way harder to execute in ST as well since its really awkward to buffer supers in that game) I see peeps use it a bunch.

Sorry man, I gotta sig that.

Dat feel when random SF4 players beat you at your game…or jwong wins an sg major…

70% of my resets in our sets are dropped combos these days :rofl:

With Double’s drops at least I think that’s a plus, it’s much harder to predict when it’s coming, so there’s less time to contemplate a correct guess, and for some reversal options it’s a hell of a lot harder to time (napalm pillars). The opposite is your set up with Painwheel’s qcf+LP where you’ve refined it enough that it can be used over an over with the different options.

As for Cerebella’s hitconfirms, c.LK c.MP c.HP is pretty braindead. I’d agree that it is less efficient for damage and probably corner carry too, but I still use it (for now) for a couple of reasons. The first is the range, c.LK is one of the best pokes she has, and the hitconfirm will connect from max range, the second is the launch combo is also very unlikely to drop (j.MP j.HK). I have to play around more with my raw tag set ups, but I think run-stop will probably be superior an almost every way except reliability.

Standing jab is super duper braindead.

So is jumping roundhouse, jumping strong, fuck, even jumping forward.

Seriously, who has a hard time converting a combo off of those buttons?

no worries we can agree to disagree… i actually find it easier to do on ST than on 3s cause on st short short super is 3 short presses (last one is karad into super) whereas on 3s you only get one short press to confirm, really.

but it just a difference of opinion… no biggie

lol yeah i feel that, i realized the irony when i wrote it :slight_smile:

(as well as the terribad engrish)

lol thats the thing about talking about folks you play against that frequent the same forums as yourself… didnt mean anything by it of course, just that i knew of toxy and bomb before i moved out here… never heard of AOF though :rofl:

no one cares about dime either FWIW :frowning:

we need to like win a major or something, it’ll certainly be you before its me.

unfortunately, reliability is the most important thing when constructing combos and doing them. my pw bnb is constructed precisely with 3 things in mind:

safe starter (ie cant duck it or get a guaranteed punish on block)
maximum ease of use while still having an eye towards damage
good reset spots

damage is tbqh the last thing it is designed for, i just wanted a combo that even i would find hard to drop (imagine my frustration when i do drop it in decent lag which is like atleast 50% of the time)

also i HATE bellas cr.lk.

kinda like how you probably feel about pws cr.lk :slight_smile:

Every single version of Bella’s shorts cause havoc.

Jumping short is a nasty reset when it crosses up, and leads to either a combo or a mixup when your opponent is landing. (Try combo, launch, jumping short reset, combo, re launch, jumping short on the same side, then grab bag, FUCKING HILARIOUS)

Standing short completely shuts down the pre jump frames of your oppoenent’s jumps, it even works as an anti-air, it’s disgusting.

Crouching short is BA NEE NEE when you want tick throws, resets, jab jab run stop crouching short is hilarious.

“Old man confirm,” biggest window ever even with a strange missing cancel window, there’s a lot of frames. “Probably not a better low forward in all of SF lol”

That’s the harder one when you really think about it. Or as other people are saying. But I am lacking on watching enough 5star or Deshiken.