Skullgirls Gameplay Discussion Thanks For Playing

I don’t know, while I agree with a lot of the stuff you are saying, I feel that she’s absolutely insane in the corner, and perhaps with the exception of Parasoul, the best reset character in the game. She also has Heavy Updo assist, which is “one of the big 3” and she has a very interesting Level 3 that can be very frustrating to deal with in the right hands.

If there’s anyone I’m worried about is Peacock, it seems like her game is already hitting a ceiling, and once people learn how to deal with her, she’ll get worse. I can’t see a lot of new Peacock technology coming about surely not as fast as other characters, an analogy might be Wolverine from Marvel, we learned his game so early, but it didn’t go anywhere so he only got worse as the competitive community played the game more. Meanwhile you have characters like Parasoul that are so much more complex where she has so much stuff no one even knows where to begin. Peacock also basically has to be a point character which also takes away potential versatility.

Yeah to rate Filia without getting into a tier placement…it seems from consensus she is the most underwhelming for people of the cast so far. Although her strong options as a support character shouldn’t be slept on nonetheless.

She does have a great balance in utility on point as assist which is key for making a character easy to throw on a team. If she had a safe on block super she would be perfect in the support aspect.

Pretty much as I have it right now…

Strong on Point = Everyone with the right support. Although ATM Filia seems the most underwhelming even with support.

Strong on Support (support = accounting for strength of assists, alpha counter and DHC options) = Everyone but Painwheel and Valentine

Strong on both Point and Support = Everyone but Painwheel and Valentine.

What I’ve been having the most trouble as a Filia player is using her low game. Her air/high game is great but her low attacks are really annoying to use. Not only two of three are unsafe (cr.mk -10 and cr.hk -30) but cr.lk is really slow imo, even if it’s +4 I think on block.
I’ve been walking around that difficulty by doing a high/throw game and not a high/low/throw game, which will probably destroy me later.

Well I think as people learn her cross up game she’ll go up also. What air normals does she have that naturally cross up? Being the only character with air movement that fast means she can easily set up cross ups with assists also (call assist, dash behind, get combo).

The fact that she can triple overhead will probably set up more opportunity for her low game also. jump in HP, air dash j.HP, j.HK or jump in HP, air dash j.HP, c.LK for fake triple overhead into low. I’m sure there’s a lot of other stuff you can do with her other normals.

I do feel over time she’ll have the best mix up of any of the cast, but it’s a matter of whether her so far seemingly subpar damage out put will be worth it.

The biggest issue my brother seems to have with her is that her normals and specials all seem really unsafe and outside of j.HP the hit boxes on her normals don’t seem that scary.

The thing with Peacock is the same with Wolvie. Peacock’s potential ceiling might not be high, but i think what tools she does have is solid enough to keep her going. Backed up by certain assists she is a nightmare to get in on and even deal with fullscreen. You are guaranteed to take damage while getting (and if you didn’t, then you lucked out or got in at the beginning of the round). When you do get in you HAVE to deal more than she has done to you or at least allow you to stay on her. If you don’t and she does get out, you have to do so much work to get in again, taking more damage in the process.

Some of her strats are so simple but sooo effective. Pillar assist/double assist~qcb+HK when the opponent tries to come in from the air is almost a free out of the corner. If you get hit, you get combo’d, if you block it then Peacock has a fullscreen to annoy you again. You cant punish the assist if the teleport gets out because you start facing the other way. Teleport might be punishable on pillar block but i dunno. Best bet is to avoid the assist and punish the teleport; easier to do if you have a double jump (which is another thing Filia doesn’t have btw).

So if my team is meant to be annoying and keep away / run away what type of assist should I rock with Peacock?

I’ve been using heavy item drop because it just reeks of annoyance but perhaps LK bomb is more annoying?

I’m under the personal belief that Peacock is a bad character to play against someone you’ve never played before (regardless of which character they’re using) but the quicker you adapt the bigger of annoyance she becomes. I’m also up in arms with thinking that Double is horribly lackluster, having so many multi hitting normals lead her to being easy to pushblock, and while she’s scary when she can touch you it’s the actual touching part that leaves me feeling she’s lackluster.

Also I still firmly believe Parasoul is the best character in the game :stuck_out_tongue:

iad j.hk is the natural crossup, you can also do iad j.lk delay j.hk for a delayed crossup and even call an assist when hitting with j.lk. iad j.mp can crossup some crouching characters I think. I’ve been having fun with the physics of her j.mk:
j.mk (2), j.hp will make her fall down quickly
j.mk (2) delay j.hp will make her do j.hp while going backward in the air, and if you didn’t airdash yet you can ad j.hp/j.lk like a surprise overhead.
I’ve been having fun summoning egret bike assist during j.hk’s hit/blockstun and mixing it up with an airdash forward or backward.

I feel like Parasoul is largely untapped. It’s obvious she’s probably the easiest character to shoehorn on your team and get results, but her point play has to potential to drastically improve.

That’s another really important thing thats been brought up. Someone correct me, but i think Filia has no safe low blockstring even when cancelling into stuff. Hairball is hella unsafe, qcf+LP can be hit between with a reversal (non invincibles trade in her favour), DP is obvious. Now that i think about it, it’s possible you could punish qcf+LP by jumping forward and air blocking and then hitting her. Have to test that.

But i think this affects her game a lot. c.MK is an amazing move, but it being unsafe like that reduces its effectiveness. It’s possible you could go for a safer blockstring like c.LK, c.LK, s.MP, then c.MK, s.HP if it hits, but seems range dependent and not the one size fits all utility that c.MK provides.

Boxcar George works nice for Para if i ever run that team. Parasoul pretty much controls all air space anyway with j.HP, j.LP, MP shot and Pillar and thats primarily what item drop is used for; to stop people air dashing in on characters for free and keep them grounded. Boxcar george will hit them out of blockstrings if you get it out just before they get in on you (at least i think so).

I usually use George’s day out with Parasoul when I want to play Peacock/Parasoul as a full zoning team, not only does that bomb stays reaaaally long on the screen and the ground but it can also lead to some pretty sweet combos from fullscreen.

I don’t see why valentine isn’t strong on support, she has some cool low assist options as well as Mortuary Drop and Dead Cross, she has a ton of cool stuff to DHC into

As for Parasoul being untapped, yes yes yes, 1,000 times yes. She just has too many options. She has a roman cancel, which is just crazy. She has two standing overheads, she has tear toss, which people haven’t really started using in combos yet, but the possibilities are endless. She has a great air grab, probably is the best reset character in the game along with a ton of other stuff. I would say Valentine is another character who has so many options, Valentine has so many moves to open people up and great cross up options.

Also wanted to say, really glad the ball is finally rolling on this thread, so much interesting stuff to talk about regarding this fantastic game.

Don’t forget about the fact that Parasoul can cancel her 6hp into a napalm pillar and do a 2 hit combo(can continue it). Also I haven’t see much stuff about her napalm detonator lk and mk, I’m pretty sure lk can be used to fancily restand people. About tear toss, I’ve been using it mainly against Peacock, Painwheel and Parasoul when it’s not too laggy to annoy their air/zoning game, I also have quite a few combos where I toss a tear (hah!) in between hits or during an assist, a few of my videos got them.

Woah we have doubters of Filia supremacy?

Saying people don’t use tear place in combos is def not true… Just cause it doesn’t show up in videos doesn’t mean it’s not used. One thing I haven’t seen used though is forced detonate combos using d,u+lk… We shall see we’re that goes.

Also parasoul napalm pillar is def not any harder to punish then other assists. She stands around forever even if you block it. It’s super vulnerable to block and then counter assist calls (such as hornet bomber) if the opponent goes for any sort of delayed shenanigans since its block stun isn’t super long.

I’d like to talk more especially about double but typing on my phone is giving me a headache! Maybe later.

Didn’t mean literally no one isn’t doing it, but it certainly hasn’t become mainstream like the napalm loops, especially outside of the corner, there’s probably a lot of stuff we could be doing with that move that most people aren’t doing yet.

Filia’s air to ground j.HK hairball is safe on block, it’s quite awesome.

Wait, what does that mean? the HK air Hairball ist safe? Or a j.HK jumpin followed by a grounded hairball is safe? Or a j.HK jumpin cancelled into air hariball is safe? <_<
And if the first option, even if blocked at point blank? :eek: I can’t really follow, and it definitely sounds very strange.

Wait, how the heck do you get the sufficient downcharge time? Is the hitstun that goddamn long?

More or less unrelated note, is the Frame Data on the SG wiki correct? Some very confusing things there (like LK Hairball being the same -on block as HK, Ringlet actually being more punisheable than Hairball, …)

The first, air HK Hairball is safe on block, I’m using it for chip damage at the moment with an assist.

At point blank? Against grounded opponents? :OOO TK Hairball suddenly becoming a very interesting option :eek:

Yeah TK hairball is nice. If you finish a combo with air MK hairball, they’ll reset standing up and you can do an air normal on your way down. People dont expect it usually. You obviously need meter to follow it up though, which is way i think she’s so meter hungry; her best options take meter to capitalize off of.