So people I just thought about something. You know that there’s the high low unblockable protection right? Well I think I found a “fake” way to bypass it.
First, what are the good low hitting assists? Filia’s cr.mk, Valentine’s cr.mk, Painwheel cr.mp(does it hits low?), Peacock’s cr.hp. I believe those are the “good” low assist.
Now you might have noticed that there are jumping attacks that actually hit mid and not high. See where I’m getting there?
As an exemple, let’s take Filia’s j.mk. It hits twice, the first being a high hit, the second being a mid hit. There’s the idea: Set up the low hitting assist between the first and second hit. There’s the possibility that the unblockable protection might kick because of the first high hit though, I haven’t tried. But here’s your fake unblockable.
Now I wish I kept that all to myself but it will certainly make gameplay more interesting. I bet some people already figured that out :P.
Dashes going into normals and blocks, if you have a team of 3, it can be a character designated for AC. I think it can be very useful, especially if you don’t want to lose your last character to chip and eat damage on the way in.
i’ve been starting to explore paths in my combo that purposefully set off the IPS to bait bursts.
for example, with parasoul I will do restand into tear loop, the tear loop with two standing lks. i call cerecopter between the two st. hp in the loop, dash forward, then do another st lks (the dash forward prevents and then quickly going into a chain prevents them from being blown back by the assist) then do two standing light kicks again.
That usually sets off IPS, and since its two hits, its enough for anyone to confirm the burst. the copter does a good job of keeping them locked down, so if they don’t burst, they have to eat an ambiguous high/low/throw mix up.
its been really successful so far, i pretty much always benefit since I can continue pressure even if they don’t burst.
Well, I’m playing Skullgirls for almost a week now (PSN EU release) and well… I’m quite good at this game… In fact, I don’t know if it’s me who rocks or if it the people I met online who sucks.
So, I was wondering if there were some really good players in Europe who play it on PS3 cause I’m a bit bored.
My PSNid is sojewsy, feel free to add me if you’re an european playing on the european version.
Just wanted to come back and talk about who potentially is the most versatile character, most options, an answer for everything, etc. And no, this isn’t about tiers, or a tier list or anything, just highlighting the assists of a specific character.
Anyways, Parasoul. Yeah, she just has a lot of shit going on. She has two standing overheads, and a great poke game. She has one of the best projectiles in the game, along with arguably the best assist in the game (Napalm Pillar). Her reset game is ridiculousness, I would call it the best in the game. Not just because of the overheads she has, but because her air grab has such excellent range, and she can do stuff after it unlike other characters. She also has the Roman Cancel Egret which can really fake out opponents. She’s a great anchor, because she has such a great assist, but works well solo because she has some of the best block strings in the game due to her being able to end strings with Napalm Shot. She has good damage output, insane output in the corner with swag loops. Her weakness is her mobility, lacking a double jump, teleport or far super jump, but she can get in with the help up her Heavy Air Punch and her Heavy Egret (Bike) Parasoul also has great pressure options on incoming characters, having to deal with tears and a bike charging at you isn’t easy. She’s very difficult to deal with and perhaps with the exception of Peacock (due to her lack of mobility and Geroge’s Day Out passing the Bike Egret), doesn’t really have any bad match ups.
something new about updo versus pillar in the war of which assist is best, updo is faster than pillar… while that might not seem to much, if you are trying to mash out an assist during pressure then this makes up do much better as its probably 5-10 frames quicker and thats 5-10 frames sooner that your opponent will have to hit you in order to negate the assist.
i figured this out by doing pains flight D/F+mk while calling out pillar and updo… only updo will combo. which means its faster and subsequently a better gtfo in terms of speed.
I may sound dumb for this but, am I the only one who thinks Skullgirls isn’t very pad friendly? I’ve been playing it for a while, and I have such a hard time doing combos that require skills in the motions.
Or does it take time to get used to and I’m just missing something?
All special and Blockbuster moves cause some amount of chip damage when they are blocked. The amount of chip damage per move is specific to the move, is subject to all normal damage modifiers and scaling, and deals a portion of recoverable damage. Everything that can do chip damage must do a minimum 1 point of damage. Push block prevents the recoverable portion of chip damage, but nothing completely prevents it. http://wiki.shoryuken.com/Skullgirls/Game_Elements/Life_and_Damage
I asked, but no one answered. So I came here. Anyway, you didn’t say what percent of the damage is dealt as chip. That was what I was asking. I know how chip is dealt, but I’m wondering how much.
Hmmm… I really think the should take a little more than that. Oh well.
It’s just a learning curve, especially if you never played a 6 button fighter, because pressing two buttons at once frankly isn’t intuitive. I’ve played TvC, Marvel 3, and some competitive smash, but I came into this game like total garbage, losing to sleepwalk AI, just keep practicing, and don’t give up, don’t give up, you’ll pick it up, I’m still on pad, and I’m doing respectable combos and I’m not really dropping them either.