Thank you worldgem. Its tough switching to this game from Street Fighter. Any recommendations for a team here? I was thinking Valentine on point with Cerebella in the back. I see a lot of Valentine/Parasoul but I really hate charge characters.
AerodynOmyxPSN: nch2112 I'm insane and I like to laugh.Joined: Posts: 406✭
Being new to this game stinks. I'll change my buttons for one combo but change it again for a new one. I'm just gonna keep combos simple and learn the game first.
Yeah I'm doing the same thing. I jumped in and immediately tried to start doing fancy airdash combos and what not, but the only fighting game that I've actually played seriously has been SSFIV so a lot of these things are completely foreign to me. Decided to just take it slow, get some simple stuff down, and maybe go online with it soon.
If you're completely new to this type of game like me we should gets some games in one day. I'm so afraid to go online and just get wrecked. I figure anyone that's playing this game online must be a god. I'm on psn as well, same name as on here.
AerodynOmyxPSN: nch2112 I'm insane and I like to laugh.Joined: Posts: 406✭
I've played a lot of traditional fighting games but it's been a while. I'll be playing this for a while but Playstation All Stars DLC comes out tomorrow so...PSN: nch2112
This is probably very obvious but... Add Updo, Napalm Pillar to your team if your new. You will feel better. These assists have a lot of invincibility and will help to get you some elbow room between you and your opponent. Spam these.
Hornet Bomber(light or medium only) or (light)Fiber Upper can be used as well
Goddamn double is some shit now. I like her less and less the more I play.
Really? I still find she does a LOT of damage, that her barrel loop still works to a degree, and that the swag wagon is REALLY nice now that it's a 50/50 guessing game.
Got a question or gripe about the new forum software? It might be covered in the FAQ.
"Being degrading or insulting is not the same as being hype. Huh, I think I just solved the problem with the entire community." -- Mike Z on the FGC
Cerebella is a good Anti-Air if you know how to use her. I prefer her to be used as a launcher when leading up for an attack. I can't explain how to use her launcher but to lead it up with a low projectile.
(Sorry for my bad explaining)
Goddamn double is some shit now. I like her less and less the more I play.
Really? I still find she does a LOT of damage, that her barrel loop still works to a degree, and that the swag wagon is REALLY nice now that it's a 50/50 guessing game.
I mean that's cool I guess. I just must be out dated.
I dunno shit has been biting me in the ass lately, I guess that prepatch mentaility has been holding me back. I mean the damage is okay, I don't mind It's the same amount I'd put out before. it's like every bad situation has been amplified since the world around me improved with the patch( Which i shouldn't hide behind as an excuse) but it's like certain situations I could hang and deal with solo that I just can no longer do. I mean I guess I shouldn't complain too much because I could have had a double that gained NO meter on cathead.
Post edited by Combo_Knight on
People that like AR Multiplayer, must enjoy thumb tacks for comfort food.
Personally the nerf that pisses me off the most is the hitstun nerf on j.hp... That really pisses me off.
The nerf to her dash invincibility is also something that pisses me off, also i thought the 2 nerfs on her lvl 3 were unwarranted... It should have been 1 or the other not 2 separate nerfs.
But the catheads meter nerf and the hk bomber nerf were definitely needed... Both seem to be perfect to me now as far as balance is concerned.
But man, the j.hp and dash nerf were going way overboard imho... Especially when there are plenty of other characters with just as much hitstun or more on some jumpjng attacks...
But i digress, shes still really good as an anchor or support, though i definitely think her ability to play solo got shafted.
Skullgirls: Painwheel/double & Peacock/x/painwheel. SSF4 AE 2012: Ibuki
ST: Dee Jay,Vega,Ryu,Zangief,Boxer,Chun,Guile,Sagat
If you're offended by your own playstyle that doesnt make sense -Pali
-Dime_x
Personally the nerf that pisses me off the most is the hitstun nerf on j.hp... That really pisses me off.
The nerf to her dash invincibility is also something that pisses me off, also i thought the 2 nerfs on her lvl 3 were unwarranted... It should have been 1 or the other not 2 separate nerfs.
But the catheads meter nerf and the hk bomber nerf were definitely needed... Both seem to be perfect to me now as far as balance is concerned.
But man, the j.hp and dash nerf were going way overboard imho... Especially when there are plenty of other characters with just as much hitstun or more on some jumpjng attacks...
But i digress, shes still really good as an anchor or support, though i definitely think her ability to play solo got shafted.
Dunno if it happened as much during the patch but now when I dash past someone I end up still taking the damage from full screen away? I remember being able to dash out of some trouble before that i just get borked with now (but again I may be trippin')
the hit stun was a killer too.
People that like AR Multiplayer, must enjoy thumb tacks for comfort food.
Not even that much of a mixup, just block the side you are closest too first. What makes double a real pain is anchor double with tons of meter.
Now that I'm running Painwheel/Valentine/Double, I can make good use out of the Scalpel DHC Bionic Car crossup shenanigans, IIRC. You can't just block one and the other in that situation. Unsafe as all hell, but still pretty sweet.
Are you guys sure about Bionic Car being a 50/50? I can't test it because I'm on Xbox, but I thought I heard someone say there is a "dust cloud" that tells you which way the car is coming from.
You can definately block it on reaction by looking at the dust cloud during the super-freeze. You do have to be alert though.
thats good to know. i did always enjoy just using diamond dynamo and just laughing as the car passes right through you. now i know i can do it no matter which direction they choose to do it.
Skullgirls Best of the Best round robin tournies, add this gamertag as it will be easier for everyone to arrange games (aBOBSKULLGIRLSa) (Xbox360)
Dumb question: Are the magic combos relatively easy to do in the patched version? Would you describe it as MVC2 or MVC3 in terms of lenience?
Eh, I'd say it's more like MvC2 in that there's no universal launcher. Each character's launcher is different. You don't just press S and launch. For some it's cr.HP, for some it's st.HK (and some are different from that). Same with chains.
Harder than MvC3 (in the sense that child with safety-helmet level intellect can do a magic series combo in MvC3), but just a tad bit easier than MvC2 (which I personally don't find difficult).
Post edited by DaRabidDuckie on
Got a question or gripe about the new forum software? It might be covered in the FAQ.
"Being degrading or insulting is not the same as being hype. Huh, I think I just solved the problem with the entire community." -- Mike Z on the FGC
Eh, I'd say it's more like MvC2 in that there's no universal launcher. Each character's launcher is different. You don't just press S and launch. For some it's cr.HP, for some it's st.HK (and some are different from that). Same with chains.
Harder than MvC3 (in the sense that child with safety-helmet level intellect can do a magic series combo in MvC3), but just a tad bit easier than MvC2 (which I personally don't find difficult).
I know there's no universal launcher in place but I'm curious as to how easy the magic combos are done. Oldschool VS game magic combos are pretty difficult to do, even basic ones.
Eh, I'd say it's more like MvC2 in that there's no universal launcher. Each character's launcher is different. You don't just press S and launch. For some it's cr.HP, for some it's st.HK (and some are different from that). Same with chains.
Harder than MvC3 (in the sense that child with safety-helmet level intellect can do a magic series combo in MvC3), but just a tad bit easier than MvC2 (which I personally don't find difficult).
I know there's no universal launcher in place but I'm curious as to how easy the magic combos are done. Oldschool VS game magic combos are pretty difficult to do, even basic ones.
the only hard part about magic series is that the air version has to be timed properly for all the attacks to hit. Because the magic series all chain into each other you can just mash it in order and the game combos it all for you.
Okay good. I was looking at the patch notes and it looks like hitstun had been increased during Magic Combos. Not going to lie, but I'm ass at the old Marvel games.
Okay good. I was looking at the patch notes and it looks like hitstun had been increased during Magic Combos. Not going to lie, but I'm ass at the old Marvel games.
That shouldnt matter to much... You being "ass" i mean.
This game has more streetfighter in it than marvel. Everything in marvel is of epic proportions... Stupid high super jumps/captain corridor/dante assist hitting top of screen...
In skullgirls super jumps are nowhere near that and the captain corridor style move doesnt reach top of screen... Basically meaning that the game is a little slower than marvel games and there is a little less break neck differences in spacing going on. Positioning means more than just guessing your opponents pattern than it does in marvel.
I like to think of akullgirls as that perfect game that sits right between marvel and streetfighter in terms of gameplay and craziness. Its got the marvel crazy, but its also got the streetfighter style spacing, albeit in a different way.
Skullgirls: Painwheel/double & Peacock/x/painwheel. SSF4 AE 2012: Ibuki
ST: Dee Jay,Vega,Ryu,Zangief,Boxer,Chun,Guile,Sagat
If you're offended by your own playstyle that doesnt make sense -Pali
-Dime_x
Okay good. I was looking at the patch notes and it looks like hitstun had been increased during Magic Combos. Not going to lie, but I'm ass at the old Marvel games.
The input buffer was increased, IIRC, not hitstun.
Hey guys. I'm maining Cerebella and Peacock at the moment, and worldjem asked me about their matchup. The Cerebella Versus Peacock Matchup. This is all not taking into account any assists (until the last paragraph).
The matchup is in Bella's favor, I think, but I've never been able to fight a Cerebella with Peacock or a Peacock with Cerebella that knew all this, so I'm not really sure anymore. I'll talk about it, and then you can decide.
Peacock:
Spoiler:
-Argus Agony's are your best friend. They push Bella away, and when she's all the way over there a s.hp, lk bomb or a lk+mk bomb combo will lay a trap if she tries to Tumble Run and do anything other than stop, or Battle Toad (in BT's case, Bella's either getting comboed after I block it or she eats another Argus Agony if she doesn't get close enough).
-A held sid will make it so that Cerebella can't glide, since she doesn't move fast enough to outrun it. A quickly dropped hp item will also hit Bella out of her glide, as there is no safe way for her to stop.
-There is nothing Cerebella can do to advance on Peacock when throwing out j.hk's after back airdashes. The two hits eat through Cerebella's Tumble Run, and if Cerebella is fool enough to do anything other than take the hits with dignity (i.e. try to BT, try to Kanchou) then you have enough time to land and BANGBANGBANG Argus Agony to start the whole process over again.
-If Cerebella Tumble Runs or Glides or Lnl's, that's also the best chance to pull a teleport, because having my back to the corner is dangerous, especially against Cerebella, and all of these actions lock her into a direction. There is a chance that a fast reaction from Bella can get you BT'd from Bella if you teleport after a Tumble Run. Just eat it, there's nothing to do at that point (If they do it twice, they are doing it intentionally, so you should fake teleport). A Argus Agony will do you no good, as at this range with it's armor it will knock you out of it.
-This match is all about KEEPING HER AWAY! Much like anyone else, but against Cerebella especially.
Cerebella:
Spoiler:
-I hate this matchup. It's such a game of cat and mouse. All the things above apply here as well, Don't tumble run after AA (unless Peacock doesn't lay bomb trap), don't tumble run (without stopping) after a back dashing j.hk, don't glide much at full screen. This match is all about patience.
-Gotta always make sure you're always ready for a teleport. Unless of course there's a shadow, in which case she can't teleport. When she's holding a shadow, she's pretty vulnerable as well. If you ever see her teleport while holding a sid, go for a BT. Doesn't matter what's where, do it. You'll soak up her teleport bomb and the shadow if she drops it (which is fine unless it's the steamroller), and she can't do anything to avoid you when she pops up, which in the corner means a one-otg-short combo. The only thing that could potentially be bad is if there are two george bombs that hit you somewhere.
-If ever in range, go for a Titan Knuckle. Worse case scenario, she'll jump before the knuckle and might hit your hand for low damage (unless you cancel it with DDrop), best case, sliding knockdown.
-Also, against a Peacock that likes to jump back/jump dash back and j.hk at the start of a match, dash forward TK can really start the match up in Cerebella's favor.
-If an AA is ever blocked, Deflector can interrupt the super (after the break), and so can a level 3 (though Peacock may have a item drop ready to keep you in block stun in between beams).
-For advancing options, go with the simple dash jump forward. When you dashjump forward, if you get close to the ground and there isn't a hk bomb in your way, hp glide is a good idea. That can be done from fullscreen, can lead to a full combo, and is relatively safe (will go over AA). A good Peacock probably would move back before you got to glide distance, but that can be good too. Every step back she takes is a win for you. Just always be on the look out for teleport, especially when she can't go back anymore.
-A strategy I have seen is holding a sid and attacking rather than running. If she jumps at you, something with armor may help, but it's not entirely shameful to step back to make sure she can't get behind you. Taking one step back to keep her in the corner is preferable to risking her getting behind you.
-When you push her to the point where she is in TK range, her options drop dramatically. She is no longer protected by sid (as calling one gets TK'd, so she needs a combo to get one), and her only hope is somehow hitting you or getting behind you. s.lk and c.hp will come in handy when she jumps, as well as c.hk (to keep her from jumping in the corner).
-Lnl can be useful, but the most useful one, hp, takes too long (too long+not DD/US range=AA). Use it when she is back airdashing, or jumping away from you, as it CAN take all of j.hk's projectile hits and keep moving (though if she attacks again you'll get hit, but it might trade which is good for you). If she tries to start an AA against your Lnl while you're in range, your armor (assuming you still have armor) will protect you and your fist finds it's mark (add DD to the end of that always). Oh, and also remember to never use DD after DDrop midscreen, because it cannot hit Peacock.
The reason why Doublecock is so difficult for Solo Cerebella is you take all the advantages Peacock had, take away all of the safe approaches Cerebella has, take away her glide (because hb hits as high as Cerebella can glide), and every time she gets hit/blocks HB she gets taken back to the edge of the screen (especially if Peacock backdashes). Titan Knuckle is Cerebella's only real chance when fighting Doublecock (if she wants to win more of the matches than she loses), because hitting Double with it puts HB out of commission for enough time for you to push Peacock back a few steps (this is something I still need to test out). You need to be willing to take risks in this specific matchup, and you need to know that as long as she can't get behind you (assuming you keep pushing forward), Peacock will never win the fight (also assuming both players are equally skilled).
Okay good. I was looking at the patch notes and it looks like hitstun had been increased during Magic Combos. Not going to lie, but I'm ass at the old Marvel games.
Yo, the demo on PSN is the patch version
"You are all just as bad as the people you hate. You're only interested in characters based on tears." - Since1717
NO STREAM = DEAD GAME
PSN: X_the_Genius | GGPO: Mr X | Skype: MisterEcks
I hope this is the right place to post this, so...
Last night was my salty cupcakes debut and I was wondering if anybody who saw it can give me any pointers to improve myself.
My matches were 1:57:30 against WeatherBee and 2:39:00 against Bang Camaro on the Valentines day stream.
I'm already working on some of my mistakes like not doing a double snap at 1:58:20(I did napalm shot instead), and dropping my Merry Go-rilla combos at 1:59:22 and 2:40:46
Otherwise I think I did ok I could have did alot of damage to weatherBee's peacock if I did a double snap and Bang's fortune would have been out if I didn't drop my merry go-rella combo. I just want to improve myself any way I can for the next time I play.
PSN ID: OutlawStar26ep Currently playing: Vanguard Princess, Skullgirls, Vampire Savior Please check out Skullgirls and Vanguard Princess they're both very fun.
Just finished a session and I gotta say things are looking up. Played
for hours on Quick Match and the longest I had to wait for an opponent
was 30 seconds! ^_^
"Being degrading or insulting is not the same as being hype." - Mike Z
Just finished a session and I gotta say things are looking up. Played
for hours on Quick Match and the longest I had to wait for an opponent
was 30 seconds! ^_^
Just finished a session and I gotta say things are looking up. Played
for hours on Quick Match and the longest I had to wait for an opponent
was 30 seconds! ^_^
Whats your average ping and where do you live? Im jealous btw.
None of them will accept my 190 ping times :(
Skullgirls: Painwheel/double & Peacock/x/painwheel. SSF4 AE 2012: Ibuki
ST: Dee Jay,Vega,Ryu,Zangief,Boxer,Chun,Guile,Sagat
If you're offended by your own playstyle that doesnt make sense -Pali
-Dime_x
You guys like? The Ms. Fortune part is the best I could come up with, and the ender isn't the optimized version for a Ms. Fortune kill, but rather more hard tags.
Hey guys. I'm maining Cerebella and Peacock at the moment, and worldjem asked me about their matchup. The Cerebella Versus Peacock Matchup. This is all not taking into account any assists (until the last paragraph).
The matchup is in Bella's favor, I think, but I've never been able to fight a Cerebella with Peacock or a Peacock with Cerebella that knew all this, so I'm not really sure anymore. I'll talk about it, and then you can decide.
Peacock:
Spoiler:
-Argus Agony's are your best friend. They push Bella away, and when she's all the way over there a s.hp, lk bomb or a lk+mk bomb combo will lay a trap if she tries to Tumble Run and do anything other than stop, or Battle Toad (in BT's case, Bella's either getting comboed after I block it or she eats another Argus Agony if she doesn't get close enough).
-A held sid will make it so that Cerebella can't glide, since she doesn't move fast enough to outrun it. A quickly dropped hp item will also hit Bella out of her glide, as there is no safe way for her to stop.
-There is nothing Cerebella can do to advance on Peacock when throwing out j.hk's after back airdashes. The two hits eat through Cerebella's Tumble Run, and if Cerebella is fool enough to do anything other than take the hits with dignity (i.e. try to BT, try to Kanchou) then you have enough time to land and BANGBANGBANG Argus Agony to start the whole process over again.
-If Cerebella Tumble Runs or Glides or Lnl's, that's also the best chance to pull a teleport, because having my back to the corner is dangerous, especially against Cerebella, and all of these actions lock her into a direction. There is a chance that a fast reaction from Bella can get you BT'd from Bella if you teleport after a Tumble Run. Just eat it, there's nothing to do at that point (If they do it twice, they are doing it intentionally, so you should fake teleport). A Argus Agony will do you no good, as at this range with it's armor it will knock you out of it.
-This match is all about KEEPING HER AWAY! Much like anyone else, but against Cerebella especially.
Cerebella:
Spoiler:
-I hate this matchup. It's such a game of cat and mouse. All the things above apply here as well, Don't tumble run after AA (unless Peacock doesn't lay bomb trap), don't tumble run (without stopping) after a back dashing j.hk, don't glide much at full screen. This match is all about patience.
-Gotta always make sure you're always ready for a teleport. Unless of course there's a shadow, in which case she can't teleport. When she's holding a shadow, she's pretty vulnerable as well. If you ever see her teleport while holding a sid, go for a BT. Doesn't matter what's where, do it. You'll soak up her teleport bomb and the shadow if she drops it (which is fine unless it's the steamroller), and she can't do anything to avoid you when she pops up, which in the corner means a one-otg-short combo. The only thing that could potentially be bad is if there are two george bombs that hit you somewhere.
-If ever in range, go for a Titan Knuckle. Worse case scenario, she'll jump before the knuckle and might hit your hand for low damage (unless you cancel it with DDrop), best case, sliding knockdown.
-Also, against a Peacock that likes to jump back/jump dash back and j.hk at the start of a match, dash forward TK can really start the match up in Cerebella's favor.
-If an AA is ever blocked, Deflector can interrupt the super (after the break), and so can a level 3 (though Peacock may have a item drop ready to keep you in block stun in between beams).
-For advancing options, go with the simple dash jump forward. When you dashjump forward, if you get close to the ground and there isn't a hk bomb in your way, hp glide is a good idea. That can be done from fullscreen, can lead to a full combo, and is relatively safe (will go over AA). A good Peacock probably would move back before you got to glide distance, but that can be good too. Every step back she takes is a win for you. Just always be on the look out for teleport, especially when she can't go back anymore.
-A strategy I have seen is holding a sid and attacking rather than running. If she jumps at you, something with armor may help, but it's not entirely shameful to step back to make sure she can't get behind you. Taking one step back to keep her in the corner is preferable to risking her getting behind you.
-When you push her to the point where she is in TK range, her options drop dramatically. She is no longer protected by sid (as calling one gets TK'd, so she needs a combo to get one), and her only hope is somehow hitting you or getting behind you. s.lk and c.hp will come in handy when she jumps, as well as c.hk (to keep her from jumping in the corner).
-Lnl can be useful, but the most useful one, hp, takes too long (too long+not DD/US range=AA). Use it when she is back airdashing, or jumping away from you, as it CAN take all of j.hk's projectile hits and keep moving (though if she attacks again you'll get hit, but it might trade which is good for you). If she tries to start an AA against your Lnl while you're in range, your armor (assuming you still have armor) will protect you and your fist finds it's mark (add DD to the end of that always). Oh, and also remember to never use DD after DDrop midscreen, because it cannot hit Peacock.
The reason why Doublecock is so difficult for Solo Cerebella is you take all the advantages Peacock had, take away all of the safe approaches Cerebella has, take away her glide (because hb hits as high as Cerebella can glide), and every time she gets hit/blocks HB she gets taken back to the edge of the screen (especially if Peacock backdashes). Titan Knuckle is Cerebella's only real chance when fighting Doublecock (if she wants to win more of the matches than she loses), because hitting Double with it puts HB out of commission for enough time for you to push Peacock back a few steps (this is something I still need to test out). You need to be willing to take risks in this specific matchup, and you need to know that as long as she can't get behind you (assuming you keep pushing forward), Peacock will never win the fight (also assuming both players are equally skilled).
Dime_x said:
Whats your average ping and where do you live? Im jealous btw.
None of them will accept my 190 ping times :(
I live in Yokohama, around the SW area of Tokyo. My ping times are around 5-20, but I play against overseas people too and it's still good up to 120 and playable up to around 200.
"Being degrading or insulting is not the same as being hype." - Mike Z
i am putting alot of money into skull girls buying myself arcade sticks custom parts
also readying my self for tournaments . i want to main ms fortune but i spent a whole week making combos only to find out it doesnt work on all the characters ,so i gotta start from the start .
if this fails then ill main cerabella ,if she fails then fillia .
Please tell me somebody can make out the character from the first pic with the gauntlets next to the guy with the chair on the second pic. I will cry...T.T
And is that the old Super Mode Samson? Like in old concepts?
I believe so.
And of the characters we dont know by name yet, I'm interested in: Format- Row, then character 3,2- I love bards 3,4- kinda looks like an armored knight 4,2- looks like a reaper of some sort. The scyth-trident hybrid looks sexy 4,5- I'd love to smack a $#%^@ with a steel chair 5,1- is that a boom box? (Big Bands kid/relative?) 5,5- I'm pretty sure we've seen pics of that character somewhere 6,2- I know I've seen that silhouette somewhere before 6,3- Looks like one of the triplets
PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
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0 • Off Topic Disagree Agree LikeAdd Updo, Napalm Pillar to your team if your new. You will feel better. These assists have a lot of invincibility and will help to get you some elbow room between you and your opponent. Spam these.
Hornet Bomber(light or medium only) or (light)Fiber Upper can be used as well
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0 • Off Topic 1Disagree Agree Like"Being degrading or insulting is not the same as being hype. Huh, I think I just solved the problem with the entire community." -- Mike Z on the FGC
Nominee, 2012 Arcade Stick Modder of the Year
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0 • Off Topic Disagree Agree Like(Sorry for my bad explaining)
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0 • Off Topic Disagree Agree LikeI mean that's cool I guess. I just must be out dated.
I dunno shit has been biting me in the ass lately, I guess that prepatch mentaility has been holding me back. I mean the damage is okay, I don't mind It's the same amount I'd put out before. it's like every bad situation has been amplified since the world around me improved with the patch( Which i shouldn't hide behind as an excuse) but it's like certain situations I could hang and deal with solo that I just can no longer do. I mean I guess I shouldn't complain too much because I could have had a double that gained NO meter on cathead.
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0 • Off Topic Disagree Agree LikePersonally the nerf that pisses me off the most is the hitstun nerf on j.hp... That really pisses me off.
The nerf to her dash invincibility is also something that pisses me off, also i thought the 2 nerfs on her lvl 3 were unwarranted... It should have been 1 or the other not 2 separate nerfs.
But the catheads meter nerf and the hk bomber nerf were definitely needed... Both seem to be perfect to me now as far as balance is concerned.
But man, the j.hp and dash nerf were going way overboard imho... Especially when there are plenty of other characters with just as much hitstun or more on some jumpjng attacks...
But i digress, shes still really good as an anchor or support, though i definitely think her ability to play solo got shafted.
ST: Dee Jay,Vega,Ryu,Zangief,Boxer,Chun,Guile,Sagat
If you're offended by your own playstyle that doesnt make sense -Pali
-Dime_x
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1 • Off Topic Disagree Agree 1LikeDunno if it happened as much during the patch but now when I dash past someone I end up still taking the damage from full screen away? I remember being able to dash out of some trouble before that i just get borked with now (but again I may be trippin')
the hit stun was a killer too.
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0 • Off Topic Disagree Agree LikeCerebella mixup video
XBL: Age of Fools [Cerebella/Double/Parasoul/Painwheel]
"i mean look the length of your post…" -Dime X
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3 • Off Topic Disagree Agree 3Likethats good to know. i did always enjoy just using diamond dynamo and just laughing as the car passes right through you. now i know i can do it no matter which direction they choose to do it.
UmvC3 : Dante/Spidey/Hsien-Ko Skullgirls : Fortune/Cerebella
Phoenix Wright(Maya)/Ghost Rider/Vergil
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeHarder than MvC3 (in the sense that child with safety-helmet level intellect can do a magic series combo in MvC3), but just a tad bit easier than MvC2 (which I personally don't find difficult).
"Being degrading or insulting is not the same as being hype. Huh, I think I just solved the problem with the entire community." -- Mike Z on the FGC
Nominee, 2012 Arcade Stick Modder of the Year
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0 • Off Topic Disagree Agree LikeI just had no clue what happened.
Today was a good day :D
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1 • Off Topic Disagree Agree 1LikeI know there's no universal launcher in place but I'm curious as to how easy the magic combos are done. Oldschool VS game magic combos are pretty difficult to do, even basic ones.
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0 • Off Topic Disagree Agree Likethe only hard part about magic series is that the air version has to be timed properly for all the attacks to hit. Because the magic series all chain into each other you can just mash it in order and the game combos it all for you.
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1 • Off Topic Disagree Agree 1LikeThat shouldnt matter to much... You being "ass" i mean.
This game has more streetfighter in it than marvel. Everything in marvel is of epic proportions... Stupid high super jumps/captain corridor/dante assist hitting top of screen...
In skullgirls super jumps are nowhere near that and the captain corridor style move doesnt reach top of screen... Basically meaning that the game is a little slower than marvel games and there is a little less break neck differences in spacing going on. Positioning means more than just guessing your opponents pattern than it does in marvel.
I like to think of akullgirls as that perfect game that sits right between marvel and streetfighter in terms of gameplay and craziness. Its got the marvel crazy, but its also got the streetfighter style spacing, albeit in a different way.
ST: Dee Jay,Vega,Ryu,Zangief,Boxer,Chun,Guile,Sagat
If you're offended by your own playstyle that doesnt make sense -Pali
-Dime_x
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1 • Off Topic Disagree 1Agree LikeThe input buffer was increased, IIRC, not hitstun.
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2 • Off Topic Disagree 1Agree 1LikeThe matchup is in Bella's favor, I think, but I've never been able to fight a Cerebella with Peacock or a Peacock with Cerebella that knew all this, so I'm not really sure anymore. I'll talk about it, and then you can decide.
Peacock:
-A held sid will make it so that Cerebella can't glide, since she doesn't move fast enough to outrun it. A quickly dropped hp item will also hit Bella out of her glide, as there is no safe way for her to stop.
-There is nothing Cerebella can do to advance on Peacock when throwing out j.hk's after back airdashes. The two hits eat through Cerebella's Tumble Run, and if Cerebella is fool enough to do anything other than take the hits with dignity (i.e. try to BT, try to Kanchou) then you have enough time to land and BANGBANGBANG Argus Agony to start the whole process over again.
-If Cerebella Tumble Runs or Glides or Lnl's, that's also the best chance to pull a teleport, because having my back to the corner is dangerous, especially against Cerebella, and all of these actions lock her into a direction. There is a chance that a fast reaction from Bella can get you BT'd from Bella if you teleport after a Tumble Run. Just eat it, there's nothing to do at that point (If they do it twice, they are doing it intentionally, so you should fake teleport). A Argus Agony will do you no good, as at this range with it's armor it will knock you out of it.
-This match is all about KEEPING HER AWAY! Much like anyone else, but against Cerebella especially.
Cerebella:
-Gotta always make sure you're always ready for a teleport. Unless of course there's a shadow, in which case she can't teleport. When she's holding a shadow, she's pretty vulnerable as well. If you ever see her teleport while holding a sid, go for a BT. Doesn't matter what's where, do it. You'll soak up her teleport bomb and the shadow if she drops it (which is fine unless it's the steamroller), and she can't do anything to avoid you when she pops up, which in the corner means a one-otg-short combo. The only thing that could potentially be bad is if there are two george bombs that hit you somewhere.
-If ever in range, go for a Titan Knuckle. Worse case scenario, she'll jump before the knuckle and might hit your hand for low damage (unless you cancel it with DDrop), best case, sliding knockdown.
-Also, against a Peacock that likes to jump back/jump dash back and j.hk at the start of a match, dash forward TK can really start the match up in Cerebella's favor.
-If an AA is ever blocked, Deflector can interrupt the super (after the break), and so can a level 3 (though Peacock may have a item drop ready to keep you in block stun in between beams).
-For advancing options, go with the simple dash jump forward. When you dashjump forward, if you get close to the ground and there isn't a hk bomb in your way, hp glide is a good idea. That can be done from fullscreen, can lead to a full combo, and is relatively safe (will go over AA). A good Peacock probably would move back before you got to glide distance, but that can be good too. Every step back she takes is a win for you. Just always be on the look out for teleport, especially when she can't go back anymore.
-A strategy I have seen is holding a sid and attacking rather than running. If she jumps at you, something with armor may help, but it's not entirely shameful to step back to make sure she can't get behind you. Taking one step back to keep her in the corner is preferable to risking her getting behind you.
-When you push her to the point where she is in TK range, her options drop dramatically. She is no longer protected by sid (as calling one gets TK'd, so she needs a combo to get one), and her only hope is somehow hitting you or getting behind you. s.lk and c.hp will come in handy when she jumps, as well as c.hk (to keep her from jumping in the corner).
-Lnl can be useful, but the most useful one, hp, takes too long (too long+not DD/US range=AA). Use it when she is back airdashing, or jumping away from you, as it CAN take all of j.hk's projectile hits and keep moving (though if she attacks again you'll get hit, but it might trade which is good for you). If she tries to start an AA against your Lnl while you're in range, your armor (assuming you still have armor) will protect you and your fist finds it's mark (add DD to the end of that always). Oh, and also remember to never use DD after DDrop midscreen, because it cannot hit Peacock.
The reason why Doublecock is so difficult for Solo Cerebella is you take all the advantages Peacock had, take away all of the safe approaches Cerebella has, take away her glide (because hb hits as high as Cerebella can glide), and every time she gets hit/blocks HB she gets taken back to the edge of the screen (especially if Peacock backdashes). Titan Knuckle is Cerebella's only real chance when fighting Doublecock (if she wants to win more of the matches than she loses), because hitting Double with it puts HB out of commission for enough time for you to push Peacock back a few steps (this is something I still need to test out). You need to be willing to take risks in this specific matchup, and you need to know that as long as she can't get behind you (assuming you keep pushing forward), Peacock will never win the fight (also assuming both players are equally skilled).
Also, make sure to check out Skullheart.
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0 • Off Topic Disagree Agree LikeI hope this is the right place to post this, so...
Last night was my salty cupcakes debut and I was wondering if anybody who saw it can give me any pointers to improve myself.
My matches were 1:57:30 against WeatherBee and 2:39:00 against Bang Camaro on the Valentines day stream.
I'm already working on some of my mistakes like not doing a double snap at 1:58:20(I did napalm shot instead), and dropping my Merry Go-rilla combos at 1:59:22 and 2:40:46
Otherwise I think I did ok I could have did alot of damage to weatherBee's peacock if I did a double snap and Bang's fortune would have been out if I didn't drop my merry go-rella combo. I just want to improve myself any way I can for the next time I play.
Please check out Skullgirls and Vanguard Princess they're both very fun.
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0 • Off Topic Disagree Agree Like- Spam
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2 • Off Topic Disagree Agree 2LikeWhats your average ping and where do you live? Im jealous btw. None of them will accept my 190 ping times :(
ST: Dee Jay,Vega,Ryu,Zangief,Boxer,Chun,Guile,Sagat
If you're offended by your own playstyle that doesnt make sense -Pali
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2 • Off Topic Disagree Agree 2LikeAwesome post.
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0 • Off Topic Disagree Agree LikeI think everyone thinks that.
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0 • Off Topic Disagree Agree LikeYou're going to have to provide more than combos in the corner to show why you think MF is the best.
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0 • Off Topic Disagree Agree LikeKOF 13 team: King/Takuma/Benimaru
Mortal Kombat Mains: Smoke, Johnny Cage, Mileena
Skullgirls movelist is Here
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1 • Off Topic Disagree 1Agree LikeSkullgirls got my $30 :D
But can we re-donate? I could donate more in a couple of days
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0 • Off Topic Disagree Agree LikeAnd of the characters we dont know by name yet, I'm interested in:
Format- Row, then character
3,2- I love bards
3,4- kinda looks like an armored knight
4,2- looks like a reaper of some sort. The scyth-trident hybrid looks sexy
4,5- I'd love to smack a $#%^@ with a steel chair
5,1- is that a boom box? (Big Bands kid/relative?)
5,5- I'm pretty sure we've seen pics of that character somewhere
6,2- I know I've seen that silhouette somewhere before
6,3- Looks like one of the triplets
Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
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