Skullgirls Media/ Video/Streams Posting Thread

Uh
It’s literally *impossible *to miss the SCR thread when opening this one.

Decided to record a first to ten I had with SkyKing_J

I finally got rid of the damn motion blur. Please tell me how the quality is now:

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Any suggestions of how to get better? Any advice? How did I do?

(Based on watching the first vid, I may say more later)
Well first off I see you’re doing more resets, which is great.

When you’re trying for chip damage, your muscle memory still betrays you and does Fenrir Drive :stuck_out_tongue:

Your neutral game needs a little work, mostly because you also need to try to stay out of the opponent’s reach. I know how hard that is against Cerebella but you need to respect three main things against Bella: her aerial normals, her c.LK and her crossup j.LK (watch the videos again and see what I mean). You have to make sure you don’t get tagged by either of these, or you risk a conversion into something else. I hate to see an air dash tagged by a j.HK into an OTG into something else.

On block, never cancel hairball or airball into Fenrir Drive. To be honest, if it’s blocked, and you’ll be punished, and you want to get some damage in before you get punished, might as well do Gregor Samson and at least you have some chip damage. Also, if you’re doing Hairball to approach, do it from a height (and with a strength) that will not land in the end. If she’s still in the air, she can reliably block absolutely everything not named Fenrir Drive (and that’s only possible by pushblocking the first hit possible, which you will likely not ever do) and not be punished for a blocked Airball.

(second video now) You’re also neglecting starting combos with IAD j.LK. There is a certain range from mid screen to close where j.LP will work, but j.LK works from up close and almost to the same long distance. One advantage of using j.LK is that you don’t have to do j.HK, and just go for a low when you land for the high/low mixup. Another advantage is that when done up close, j.HK can cross up when canceled from j.LK. Using j.LP, you can cancel into j.LK, into j.HK or both for more high attacks, before you land and try for a low. But j.HK shouldn’t be tried on block since it can be punished.

Thank you so much for your input man! Ill be sure to take all of this advice and try applying it!

Now what about the third video?

OK.

Never, ever, ever, ever, ever, ever, ever, ever, ever try to combo anything other than MAYBE Hairball from sweep. Everyone is 100% completely invincible when hit by a sweep (other than Ms. Fortune’s c.HK’s first hit ONLY) until the moment they hit the ground, in which they can ALWAYS tech, but you may still be able to tag them with a HK Hairball if they don’t tech properly, which you can follow up with Gregor Samson into launcher and restand combo (since the OTG is used up).

Dropping the combo at c.MK to do a reset is a bad spot. First of all, you can react to it with DP or super to stuff any attempts, or chicken block. Second, you will get 360 grabbed by Bella easily and Fenrir Drive’d by Filia, in teams people can raw tag there, etc. all on reaction to the combo drop. I like the aerial combo into land and reset more because you actually have a frame advantage because you land and recover before the opponent recovers. These are the best kinds of resets because the opponent has very little time to react to them. Will you IAD j.LK, IAD throw, c.LK or throw? A split second decision is harder to make when you’re at a disadvantage because the opponent has a much tighter window to predict or reversal

Now, about the neutral game against Parasoul: imagine a huge fucking rectangle that goes from where she is standing, two character widths wide and as tall as the screen. If she is not doing anything, don’t get in here for no reason. Her j.LP, j.HP and Napalm Pillar will have more priority in this space than anything you can throw out. If she jumps with j.LP she can option select the j.HP, so on hit or block she will do the j.HP (and on hit will allow an OTG). To approach in this area, you need to wait for her to whiff the j.LP, or chicken block her j.HP. One thing not many people realize is that if you jump before you block the j.HP, you will land and recover before she does and you can punish. To approach her when she’s doing nothing, you need to do the lowest IADs you can, because that’s how j.HP works best; most of its hitbox is on the top, and has higher priority as air to air. Additionally, if the opponent tries pillar to reversal, you may land (or use a Gregor Samson’s invincibility to go through it) before it comes out.

Also, don’t ever use c.LP for low/throw resets: c.LP does not hit low. Any of her crouching kicks do (and c.MK only hits low in the first hit), so do c.LK/MK instead.

Oh, and don’t bother comboing into level 3 on any combo that you’ve hit a full j.MP in, let alone two of them, a c.MK and a few Hairballs. Do dp+HP, air qcb+KK, land, dp+PP and it does more damage for one less bar.

@BrandX

I only watched the first video, and you kept playing scared. You won’t win by standing back and trying to block, get in there and rushdown. Find out safe pressure or moves you can spam keep that pressure up dude.

Pressure and rushdown is #1 in like every game.

Welll it seems like I was fucking up so much, sounds like I’m a total train wreck lol

Also rushdown is hard lol

Just keep attacking.

Just some general thoughts from watching the first video… More basically upon your mindset than on tactics… Alex’ post is a great one for you using tactics.

It seems that you dont drop combos much… Thats a very good thing… It should give you that attacking confidence that you need. Attacking and rushdown are all about confidence. No confidence means no rushdown, plain and simple.

You did seem hesitant against that bella… For good reasons… Bella has high priority and therefor can just hit you out of stuff… Hitting you out of stuff makes a player feel unconfident cause they are getting hit.

One of the keys of rushdown is seeing your opponents hesitation and acting on it with offense. Its one of the primary “reads” that you need to make in fighting games. Scared = attack them. Confident means defend against them. Use defense to gain confidence by killing their options and making them hesitate.

Confidence which can also be expressed as having initiative, or having THE initiative is also predicated upon knowing what your characters best attacks are in a given situation, meaning their highest priority and quickest moves and most ranged moves… Filia has jump hp and airdahs jump hp… Now, her jump hp has 10 frame startup which makes it the second fastest jump hp in the game… This move is what you use to exact your confidence, your initiative, its what should give you the confidence to attack your opponent.

If you think your opponent might be able to beat it, then bait what beats it. After you bait it go on offense…

You personally seem to bait to much. Its what makes you look so hesitant. So now you know what it is that you are doing.

Some general tips some of which are hard some are easy and they might not be the BEST advice but they are all a starting point for developing a great offense:

Try and use your characters regular movement, especially in 1v1 to get close… Stop it with the hairball approaches… The hairball approaches makes it look like you are scared and just throwing out a high priority ranged attack cause you cant think of/cant correctly space anything thing else.

When using iad j.hp, try and always use the shortest dash version… This one has the most priority since it loses the least amount of time when dashing.

This of course has weaknesses. It means that you wont be able to just iad in all day. And it also means that you are going to be more or less putting yourself in harms way much more since you will need to use ground dashes and regular jumps for movement rather than the crutch of hairballs and long ranged iad j.hps give you.

Use nothing but iad j.hp as well… Dont mess with iad j.mp. Or iad j.lk

The first order of attack is to OVERLEARN your most important fundamentals so that you can fall back on said fundamentals when pressured by new things.

Learning shortest range iad j.hp is in my mind the most basic fundamental of neutral game filia imho.
There is literally a ton more that i could write here, but it wouldnt do much good cause your eyes would probably glaze over and there wouldnt be much retention at all… I dont know how to write both concisely and to be a source of entertainment…

But to wit:

The tactical advice that i give isnt there to be an end all be all… You certainly need to use longer versions iad j.hp as well as know where to throw in iad j.mp and all that jazz.

The tactics i gave you are there to learn you some better fundys that will make the game more about achieving a certain spacing, rather than about what attack to use… Ie the lessons that i gave you are to teach you how to play streetfighter, not necessarily marvel. This game is more streetfighter than marvel and therefor its more about spcaing than correct attack selection (this doenst mean that attack selection isnt critical… Even in streetfighter attack selection is critical)

This basically takes attack selection, dumbs it down to its most basic concept (filias iad j.hp) and makes it “ryus cr.mk xx fireball” in other words once you learn the spacing and have the ability to achieve it almost at will, YOU WILL THEN KNOW HOW TO INCORPORATE ALL OF FILIAS OTHER SPACING DEVICES, naturally.

When i watch you play i kinda feel like its like watching a basketball playground player try all theses crossups and crazy dribbles and one handed passes… Only to completely miss his layup… Bad fundamentals.

Learn your fundamentals first then branch out to different more situation specific, less likely to be seen patterns oncw you have your fundamentals set.

When you come up against new tactics or strategies or whatever, its almost always a back to basics fundamental attitude that will help you adapt and overcome, plus give you the tools to see what it is your opponent is doing and know immediately how to stop them…

Last example would be: your opponent has seen how much you like to iad j.hp as a shortest range offense… They start to try and deny you that range so that they can deny you your offense… Makes sense right? Well when this happens it will be much easier to see it happening if you knwo what your offense actually is… Cause chances are that many opponents will react nearly in an identical way as others… My pw gets no respect till i hit someone, reset them, kill the via 2 or 3 resets… Once that happens if its against a new opponent there is ALWAYS an immediate shift in the other persons demeanor… They usually either go completely offensive and try to deny time to setup my offense, or they immediately turtle up and try to never let me hit them.

In other words, the casual play goes bye bye.

Better fundamentals will go a long way to helping you understand neutral and resets and combos and combo enders and all kinds of things…
So work on them.

Take any of what i just said with a grain of salt, i am not the best player in the world.

Skullgirls HD Patched 12/18/2012 - Azure vs Nekro_Surge [4/6]
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Looking to knock the final two out real soon.

SkippyMcYay Fortune mirrors
www.youtube.com/watch?v=5xcz_0L40iE

So basically I am a train wreck right now lol

I see what you are saying, and I guess I still have a damn long way to go before I can do anything anyone sees as impressive lol

I have more negatives then positives by the looks of it lol

It’s nothing that can’t be fixed with matchup experience. It helps if you or the opponent is recording the matches so you can see what hit you when you were trying what, and what worked when you tried it and why.

I just need to learn how to analyze matches, cause I’m bad at telling whether it was a mistake or I was simply outplayed.

Ok, lets see if the LoL can get this to circulate

I’ll try other areas to spread awareness

Spreading Information like a Virus effectively will be the key factor for all of this. I urge alot of you to do the same either on the Internet or IRL. We can make this work, there is plenty of time left to let some magic happen

Er, sorry if thats how you took it… But personally from what i saw, there was way more good than bad… WAY MORE.

I think youve got some damn good talent… Not dropping combos is a sign of high execution ability… High execution is something that many people wish for but few have.

Fundamentals generally come with time, and they arent something that you ever stop learning. Its a constant process.

Baiting, even though you do seem to overbait, shows an intrinsic awareness of strategic values. You arent just going in willy nilly and that is a good thing cause it shows that you are working that grey matter called your brain…

Anywho, you asked for advice and you got it, did you want to be coddled? Or do you want to become a better player?

Try not to read between the lines on me referencing your skill when im giving you playing advice… Im simply taking what is to me the shortest route to actully solving the problem.

That kid that misses the layup that i was talking about? Its a given that hes a good player if he can do behind the back passes and crazy crossovers… But he also needs to learn his fundamental layups if he ever wants to score.

That dont mean that he has no talent though… On the contrary he has mucho talent its just being focused on the wrong areas, OR he isnt branching out his focus enough.

When i watched your matches the biggest thing that struck me was that you had some good tactical patterns, but you seemed to struggle with identifying when to use them and why to use them. Basicallyna lack of experience, in a nutshell. Dont be bothered by it, just accept it and use it as a focal point on where to improve your game.

I wasn’t snapping at you or anything. I was just saying that I appeared to be a train wreck that I needed to clean up.

That’s all.

Wasn’t snapping dude, thanks for the advice. I was just talking about myself.

www.twitch.tv/guitalex
Is currently streaming casuals theater if anyone wants to watch :smiley:

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