Why aren't Marvel players playing Skullgirls?

Conspiracy theories time :woot:
Mike doesn’t want us to see how he gets bodied, what a scrub.

I actually looked that up when it was posted. of course didn’t find it but I did find someone else doing a long ass combo on him instead. you lead me astray!

Skullgirls neutral doesn’t really feel that deep to me, I realize I just don’t have good players to go up against. Fillia for example has ground normals that are either extremely short or to punishable, double just seems to use a lot of supers and doesn’t feel like she has a solid game outside of that, plus assist generally don’t control that much area which is why I like to use Hornet bomber. I wanted to add in parasoul in to my team but I just don’t have the motivation to practice.

See, here’s your mistake. You’re assuming that just because the game doesn’t make a “dashing 2a into easy hit-confirm” absurdly safe, it’s therefore useless and should never be used.

The point of Skullgirls whole design is that nothing is safe. Dashing in with a ground poke might net you a surprise low, some extra frame advantage and pressure, nothing, or might get you countered by a well timed air dash punish. Air dashing might get you a slightly meatier poke, a surprise high or cross up depending on spacing and timing, or it might get you hit by a launcher which utterly out prioritizes even your best IAD. Dashing forwards and back in air and ground with these two options can compose a tug of war in which you try to push your opponent into the corner, where your hitboxes can keep them locked down.

Those are just the two most basic options. You can super jump around with hair balls to move in weird ways, you can slide around to cross under while calling assists, you can cancel dragon punches to supers, you can defend with the ridiculous hitboxes on Fillia’s anti airs. I could go on, but that’s just off the top of my head.

And then of course there’s assists in general and how they work with all these options…

You have a lot of options in Skullgirls, and the fact that risk/reward is balanced and that everything is counterable is what puts Skullgirls to me quite a bit above a lot of other fighters.

I’m saying fillia has lackluster footsies. I realize that it’s a design of the character to prioritize close range attacks but she really has no safe long pokes. I think most fillias rely on jump attacks and light attacks most of the time and I rarely see combos started with distanced pokes or special moves.

Let me apologize in advance, I generally detest the “break up post into multiple quotes” method since it’s a pain in the ass to respond to, as well as often times unintentionally condescending. I have no such intentions, and just felt that I could make myself more clear by addressing some points individually.

I just gave you a long list of things that could be considered a part of Fillia’s strategy in the neutral game. At high level play, these could definitely be considered footsies if used correctly.

Unless of course your subscribing to the idea that “It’s not a footsie unless I can sweep your sweep.” in which case we might as well just come out and say that air dash fighters in general don’t have footsies in general. Or alternatively take the rationale approach and realize that footsies can count as any deep tactics of attacking, defending, and countering at the neutral game, which obviously are going to vary radically depending on the game and characters involved.

Not quite on both counts. Fillia’s “strong pokes” are her iads. She pokes with them. Her ground attacks are high risk, high reward pokes. And again, you’re missing what I said: Nothing is safe in this game. At all. Fillia’s high priority, best ranged iad pokes can all be beaten clean by any launcher. Dashing in for a ground poke might be a little riskier, but it’s much more rewarding because due to the speed of Fillia’s iad’s, most people are going to be blocking high at neutral. Not to mention her ground moves are quite fast and have solid frame advantage for use in pressure or tick set ups (c.lp and s.mp both have +5).

Fillia is inspired partially by Magneto. In Mvc2, Magneto had herp derp 2 frame crouching low attacks, a wicked fast full screen dash, and the highest priority and fastest IAD pokes/mix ups. Fillia keeps the distinction of having the fastest air dash in the game, but to balance her out, her low pokes are made riskier. Not useless, but risky. She also has to wave dash to get maximum ground speed, which means you can’t guard unlike in Mvc2 where you can do 661 and slide in while blocking.

Most Fillia’s =/= to characters overall potential when used correctly.

Most (INSERT ANY CHARACTER FROM ANY GAME HERE) players are garbage anyway.

Also when have pixies ever been about landing tons of hits with distanced pokes? You can do it in this game if you’re clever, though.

Sj. light and medium Hairball all over da place
METAMORPHASIS
Launch
Reset if needed.

Alternatively just do a dragon punch into safe super. Launch. Reset if needed.

You can combo pretty much anything with an assist if your clever. Ringlet spike with long range assists will probably work pretty swell.

That is because Fillia’s strength is not the ground spacing game, but as you noted she has good tools for the air spacing game.
Footsies aka ground spacing game is just one part of the whole thing, don’t make the mistake to think that footsies (i hate that word) is the end of the spacing game.

I think the problem is, that people don’t have a word for high level spacing games that aren’t on the ground, or which ground are not the center of. It might make sense for something like Street Fighter, but the concept is a bit difficult to translate to an air dashy fighter. Especially something like the Marvel series, where air control has often been vastly more important then ground mobility and options.

That’s still footsies.

Perhaps for you, but for many people footsies is only the ground spacing game, otherwise we wouldn’t have people complaining that there is no footsies hurr durr or neutral game on air dashes games or vs type games.
The fact is clear, not many people is able to recognize those 2 mostly due unfamiliarity, since it usually involves 2 dimensions and more than just pokes.
And no, for me is not footsies, since them, in the regular way that is used, it defines the ground spacing game and mostly what you find on the sf games, where games like kof or the last blade are not included because they use more the air for the whole spacing game.
Is just until recently that the umvc3 community started to call it jumpsies (as shitty as footsies i may add).