Skullgirls Gameplay Discussion Thanks For Playing

24567106

Comments

  • AndoTheCommandoAndoTheCommando Sorry I'm late! Joined: Posts: 2,553
    3/8 characters have frame data for their normals up
    Wow, very impressive. I didn't think it would come out this fast. Pizzarino is a workhorse.
    "If I can't beat it, it's probably broken."- Ben Perkins.
    "He's american so he has to get retarded rewards for minimal effort."- Ace's thoughts on Captain America combos.
    "not only is this bitch a super kawaii desu roboto she fucking fun as fuck and ALL THE FUCKING PRETTY COLORS."- Jamal313 on playing Aigis.
  • The DukeThe Duke Joined: Posts: 14,175 ✭✭✭✭✭
    I've discovered that Cerebella can cancel her AA grab with Showstopper. You jump, you get grabbed. You stay grounded, you get grabbed. Have fun with that.
    I believe any special can cancel into super. I remember NerdJosh using the runstop to cancel into Showstopper during Powerup
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,004 ✭✭✭
    The point where your combo starts giving the victim more meter than you gain from seems to be around 20-30 hits, maybe/likely character dependent.
    "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
  • HawkingbirdHawkingbird Legend of Revengeance Joined: Posts: 10,673 ✭✭✭✭✭
    What are the Vulnerability frames on assists? There are times where I can punish dat ass or Napalm Pillar before it happens. Punishing it before it happens feels like a carp shoot.
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,004 ✭✭✭
    What are the Vulnerability frames on assists? There are times where I can punish dat ass or Napalm Pillar before it happens. Punishing it before it happens feels like a carp shoot.
    2 frames of vulnerability on any and all assists before they go into start up.
    "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
  • HawkingbirdHawkingbird Legend of Revengeance Joined: Posts: 10,673 ✭✭✭✭✭
    2 frames of vulnerability on any and all assists before they go into start up.

    That short? No wonder it feels inconsistent. The more I know
  • KayEyeDeeKayEyeDee Play what you like. Joined: Posts: 1,769 ✭✭✭
    to whoever was talking about DHC glitches, if you do showstopper with bella, and DHC into valentines knives right after the last hit, the knives will whiff and you will recover in time to do a full combo with Val before they hit the ground.
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,004 ✭✭✭
    to whoever was talking about DHC glitches, if you do showstopper with bella, and DHC into valentines knives right after the last hit, the knives will whiff and you will recover in time to do a full combo with Val before they hit the ground.
    It's not a glitch, scaling going back up to 80% is intentional.

    Meter scaling doesn't reset though, just damage and the opponent can get a lot of meter from long combos. Just saying.
    "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
  • KayEyeDeeKayEyeDee Play what you like. Joined: Posts: 1,769 ✭✭✭
    if you kill em, it doesnt matter how much meter they get.

    also, I wasnt saying that it was a glitch, i just used that term because functionally, it works the same way as the DHC glitch in marvel, which makes it easier to explain.
  • HellfromaboveHellfromabove Skullgirls is the BEEEEEEEEEEEEEEEEEEEST Joined: Posts: 2,578 mod
    Thread now stickied. Meant to do it sooner, but I guess it slipped my mind.

    -Tha Hindu
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,004 ✭✭✭
    if you kill em, it doesnt matter how much meter they get.

    also, I wasnt saying that it was a glitch, i just used that term because functionally, it works the same way as the DHC glitch in marvel, which makes it easier to explain.
    Unless it's their final character on a team, it does matter.

    And when someone tried to show off the results of using the DHC, it took 4 meters to kill. Meter gained during a combo scales HARD, I think I saw one combo build 2 bars and the opponent gained 3+ bars. Mike made sure you're better off going for resets.
    "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
  • 4r54r5 FIGHTAN VIDYA GAEMS Joined: Posts: 2,533 ✭✭
    Question. Landing recovery?
    Location: Maryland
    PSN: fourer5 // XBL: fourerfive // LoL: QQ China
    www.youtube.com/user/fourerfive
  • tatakitataki Non-SF4/MVC3 FG news: twitter.com/#!/novriltataki Joined: Posts: 6,013 ✭✭✭✭✭
    Question. Landing recovery?
    If you used a move then yes, and a lot of it. If the opponent isn't stuck in blockstun as you land expect to be punished. I don't know if everything has the same landing recovery though.
    Fighting game tutorials, matches, and funny stuff:
    http://www.youtube.com/user/novriltataki
    Former account:
    http://www.youtube.com/user/playtowin
  • BoodendorfBoodendorf Imposing your will is a matter of strength. Joined: Posts: 1,464
    If you used a move then yes, and a lot of it. If the opponent isn't stuck in blockstun as you land expect to be punished. I don't know if everything has the same landing recovery though.
    I'm pretty sure air moves have different landing recovery. I have much better results using filia's IAD j.lk than j.hp/j.hk.
    "‎I don't know if you've ever let someone down, got your ass kicked or straight up failed. But those are the moments that define us. They push you further than you've ever thought possible, and force you to make choices. No matter what the cost." — Cole MacGrath
    Check out my youtube channel here!
    Skullgirls: Hamburger/Befstróganov/Filet Mignon ლ(´ڡ`ლ)
  • chachadesmondchachadesmond this micropenis is destroying my life Joined: Posts: 232
    iirc he said that pizzarino was ironmanning the frame data down just like how the guide people do it... time consumng ass process.

    it isnt in the design specs? thats a little worrying
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,004 ✭✭✭
    "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
  • Honor BasquiatHonor Basquiat Joined: Posts: 1,361

    Cool stuff (especially the Ms Fortune thing), but not nearly as easy to deal with when George is flying at the air, running on the ground, item drop is falling is, avery is coming out and Peacock teleports behind you.
    Marvel 3: Super Skrull/Taskmaster/Felicia Skullgirls: Valentine/Parasoul

    If you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
  • tatakitataki Non-SF4/MVC3 FG news: twitter.com/#!/novriltataki Joined: Posts: 6,013 ✭✭✭✭✭
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,004 ✭✭✭
    "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
  • ArachnofiendArachnofiend Double Uzis and a Wink Joined: Posts: 2,058
    [SIZE=14px]2. As of the moment of this writing, solo characters cannot handle teams. This is because blocking while spamming a DP assist that will grants you a full combo requires 0 risk, thought and effort, (think about week 1 Haggar and Tron assists) while dealing with such a tactic as a solo character will require to actually experiment and explore.[/SIZE]
    [SIZE=14px][/SIZE]
    [SIZE=14px]Sounds like somebody doesn't know what he's talking about and is just bitching that he has to learn two characters to play this game properly.[/SIZE]
    Skullgirls: Peacock/Parasoul Marvel 2: BB Hood/Juggernaut/Ruby Heart Marvel 3: Tron/Strange/Skrull BlazBlue CSE: Hazama Vampire Savior: BB Hood
  • Honor BasquiatHonor Basquiat Joined: Posts: 1,361
    I'm curious what team, as in pair, has the best synergy and why?
    Marvel 3: Super Skrull/Taskmaster/Felicia Skullgirls: Valentine/Parasoul

    If you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    Good synergy is the result of three things:
    1. each character on the team having an assist that properly benefits the point character, regardless of which one is out at any given time.
    2. each character on the team has a good super to DHC into that either allows for followups, keeps the character safe, sets up nicely, etc.
    3. each character on the team being able to combo into or out of tag-ins or having some benefit from doing it in a combo that allows for nice followups, setups for DHC, etc.
    The closer you are to having all three or at least some sort of variant of these, the better your team synergy is. Of course, you have to be a good enough player to be able to pull it off, but some characters limit team synergy by the nature of the character itself.

    One example would be Parasoul (Napalm Pillar), Peacock (George's Day Out).

    Peacock's Walking bomb assust (george's day out) complements Parasoul's ground game immensely because her napalm shots sometimes go over characters, while Parasoul's Napalm Pillar helps Peacock's zoning game by giving her a better "get-off-me" move that she can also combo after.

    Another example is Ms. Fortune and Parasoul for DHCing as if MF does her Purrzerker Purrage [headless] it hits the opponent behind her, which is a nice setup for a DHC into Parasoul's Bike super.

    Just off the top of my head.
  • ArachnofiendArachnofiend Double Uzis and a Wink Joined: Posts: 2,058
    Peacock/Double/Parasoul is one of if not the most... synergetic? teams in the game. All three characters get a lot of mileage out of each other's assists and you get a full screen DHC regardless of team order.
    Skullgirls: Peacock/Parasoul Marvel 2: BB Hood/Juggernaut/Ruby Heart Marvel 3: Tron/Strange/Skrull BlazBlue CSE: Hazama Vampire Savior: BB Hood
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,004 ✭✭✭
    I'm curious what team, as in pair, has the best synergy and why?
    Depends who you ask.
    "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
  • Honor BasquiatHonor Basquiat Joined: Posts: 1,361
    Depends who you ask.

    Your thoughts?
    Marvel 3: Super Skrull/Taskmaster/Felicia Skullgirls: Valentine/Parasoul

    If you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,004 ✭✭✭
    Your thoughts?
    I play Fortune/Parasoul and wanted to since they were announced. Like 2 peas in a pod.

    I will mess around with more pairs I think will work well together as soon as exams are over.
    "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
  • Honor BasquiatHonor Basquiat Joined: Posts: 1,361
    Parasoul I really think is one of the best anchors in the game because Napalm Pillar helps everyone, as does her overhead assist and she's one of the best solo characters in the game because she has a ton of tools and she has her roman cancel egret to extend her combos and make herself safe.
    Marvel 3: Super Skrull/Taskmaster/Felicia Skullgirls: Valentine/Parasoul

    If you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
  • BoodendorfBoodendorf Imposing your will is a matter of strength. Joined: Posts: 1,464
    So did you guys found more counters against Double when she cancel an unsafe attack/safe blockstrings into cattelite? So far I only managed to get Cerebella's360 to punish her ouroboros.
    "‎I don't know if you've ever let someone down, got your ass kicked or straight up failed. But those are the moments that define us. They push you further than you've ever thought possible, and force you to make choices. No matter what the cost." — Cole MacGrath
    Check out my youtube channel here!
    Skullgirls: Hamburger/Befstróganov/Filet Mignon ლ(´ڡ`ლ)
  • Dime_xDime_x master theorist Joined: Posts: 4,936 ✭✭
    in this game its KINDA hard to find teams with bad synergy as long as you put one of the "team" characters on your team.

    team characters are in my mind characters that have flat linear fullscreen supers (many characters in the game have this) a good assist that is either lockdown or gtfo (many characters have one... or the other)

    basically if you just combine those attributes you can pretty easily at least come up with a team that desnt hamper itself with bad snergy.

    the character that seem to have the "least" amount of homogenous synergy are val, painwheel, and MF in that order for me. which basically means that its harder to put those characters in the middle or anchor spot and make them work, and when they are in first slot, there teams require a little more team finesse in order to not be detrimental.


    but seriously if you take these characters next characters throw them in, in any random order and choose smart assist for there order... you'll probably make a good team:

    cerebella (hardest part of putting cerebella on a team is her supes can lack range... but this certainly isnt a big problem as most dhcs that ive seen leave the opponent close),filia,double,parasoul, peacock

    damn near any order of the aforementioned characters can work cause they have a decent amount of homogenization across supers and lockdown or gtfo assists.

    lets try it:

    filia,peacock,cerebella: i picked this team in just under 10 secs and tried to go against conventional wisdom which would make the team order something like

    peacock,filia,cerebella

    anywho filia,peacock, cerebella:

    filia can dhc into peacock easily, filia can also use peacock st.hp assist for upclose lockdown or as a ranged tool. filia can use cerebellas copter for lockdown which would free up peacock for qcf+lp gtfo assist. alternatively using st.hp from peacock for lockdown and using cerebellas armor charge as a gtfo would also work and would probably be better for the team overall if filia dies and peacock needs to come in. filias assist could be either hk hairball or updo and both would work. dhc synergy is there except maybe for dhcx3... which isnt used much anywyas but is still a weakness when needing to be used at fullscreen...



    bla bla bla... finding good teams isnt hard on this game... not yet anyways. it may become harder and harder as more and more characters come into play via dlc, cause theres more and more chances that some duo/trio team will have AMAZNG synergy which will raise the bar on what "good" synergy is.

    right now though? just throw some characters on a team, congratulations, your team is solid.


    -dime
    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
  • Honor BasquiatHonor Basquiat Joined: Posts: 1,361
    in this game its KINDA hard to find teams with bad synergy as long as you put one of the "team" characters on your team.

    team characters are in my mind characters that have flat linear fullscreen supers (many characters in the game have this) a good assist that is either lockdown or gtfo (many characters have one... or the other)

    basically if you just combine those attributes you can pretty easily at least come up with a team that desnt hamper itself with bad snergy.

    the character that seem to have the "least" amount of homogenous synergy are val, painwheel, and MF in that order for me. which basically means that its harder to put those characters in the middle or anchor spot and make them work, and when they are in first slot, there teams require a little more team finesse in order to not be detrimental.


    but seriously if you take these characters next characters throw them in, in any random order and choose smart assist for there order... you'll probably make a good team:

    cerebella (hardest part of putting cerebella on a team is her supes can lack range... but this certainly isnt a big problem as most dhcs that ive seen leave the opponent close),filia,double,parasoul, peacock

    damn near any order of the aforementioned characters can work cause they have a decent amount of homogenization across supers and lockdown or gtfo assists.

    lets try it:

    filia,peacock,cerebella: i picked this team in just under 10 secs and tried to go against conventional wisdom which would make the team order something like

    peacock,filia,cerebella

    anywho filia,peacock, cerebella:

    filia can dhc into peacock easily, filia can also use peacock st.hp assist for upclose lockdown or as a ranged tool. filia can use cerebellas copter for lockdown which would free up peacock for qcf+lp gtfo assist. alternatively using st.hp from peacock for lockdown and using cerebellas armor charge as a gtfo would also work and would probably be better for the team overall if filia dies and peacock needs to come in. filias assist could be either hk hairball or updo and both would work. dhc synergy is there except maybe for dhcx3... which isnt used much anywyas but is still a weakness when needing to be used at fullscreen...



    bla bla bla... finding good teams isnt hard on this game... not yet anyways. it may become harder and harder as more and more characters come into play via dlc, cause theres more and more chances that some duo/trio team will have AMAZNG synergy which will raise the bar on what "good" synergy is.

    right now though? just throw some characters on a team, congratulations, your team is solid.


    -dime

    Excellent analysis as always dime, I do feel that Painwheel is a character with less synergy potential than most characters, primarily because frankly I feel her assist options are weaker than the rest of the cast. I also would agree that Ms Fortune doesn't have the best DHC options, but I think Valentine actually has some really good ones.

    Valentine/Parasoul seem to work really well together because Valentine can hit confirm from Napalm Pillar and get big damage. But hey, that's just my team.
    Marvel 3: Super Skrull/Taskmaster/Felicia Skullgirls: Valentine/Parasoul

    If you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
  • guitalex2007guitalex2007 Joined: Posts: 3,023
    I feel as though Ms. Fortune and Parasoul may be the most viable characters in solo teams.
    Ms. Fortune is great. Everybody likes a little head action every now and then.
    Stream here! Follow @guitalex on Twitter for stream updates!
  • Honor BasquiatHonor Basquiat Joined: Posts: 1,361
    So here's a question for the SRK Skullgirls community, which assists are some of the best, which ones are underrated? Why?

    It's obviously a tough question with dozens and dozens of options but just a few highlights in my opinion...

    Cerebella's Merry-Go-Rilla, because it's so easy to follow up, does really good damage. Almost any character, especially Parsoul can really set up some nasty option selects with that assist. Put on the pressure with good block strings, call the assist, rinse and repeat.

    Parasoul's Napalm Pillar is a solid GTFO assist that can be followed up, invincible start up, a poor man's Gustav Fire (Vanilla Marvel 3) which is still really good. Fantastic support assist that helps everyone.

    Filia's Up-Do, invincible shoryuken is an invincible shoryuken, enough said.

    Peacock's George's Day Out. Possibly the best zoning assist, stays on screen for a whole bunch of time, really causes problems for less mobile characters like Parasoul. Versitile assist to, can create cross-ups with and so on.

    Double's Hornet Bomber, a fantastic assist for Peacock, invincible start up, pushes the opponent away very far, great zoning tool. We all know about this assist.
    Marvel 3: Super Skrull/Taskmaster/Felicia Skullgirls: Valentine/Parasoul

    If you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
  • shiningnegroshiningnegro Joined: Posts: 1,254 ✭✭✭
    I personally like Peacocks Georges At The Air Show (or in the air show? o.O) peacock stays back, the move comes out fast and Peacock leaves relatively fast as well, if the point character keeps the opponent in the position that George is going to land they can do almost anything they want because if they screw up George will just blow up on the opponent (unless they do invincible move of course)
    Lone Wolf Pack Interactive (New Indie Game Company)
    PSN: OneNappyNinja
    Main Games: TTT2 (Mains - Lily/Bruce) & SSF4:AE2012 (Main - Ibuki)
    SRK Fairy Gym Leader (Wifi) Friend Code: 1693-0954-9411
  • BoodendorfBoodendorf Imposing your will is a matter of strength. Joined: Posts: 1,464
    So here's a question for the SRK Skullgirls community, which assists are some of the best, which ones are underrated? Why?

    It's obviously a tough question with dozens and dozens of options but just a few highlights in my opinion...

    Cerebella's Merry-Go-Rilla, because it's so easy to follow up, does really good damage. Almost any character, especially Parsoul can really set up some nasty option selects with that assist. Put on the pressure with good block strings, call the assist, rinse and repeat.

    Parasoul's Napalm Pillar is a solid GTFO assist that can be followed up, invincible start up, a poor man's Gustav Fire (Vanilla Marvel 3) which is still really good. Fantastic support assist that helps everyone.

    Filia's Up-Do, invincible shoryuken is an invincible shoryuken, enough said.

    Peacock's George's Day Out. Possibly the best zoning assist, stays on screen for a whole bunch of time, really causes problems for less mobile characters like Parasoul. Versitile assist to, can create cross-ups with and so on.

    Double's Hornet Bomber, a fantastic assist for Peacock, invincible start up, pushes the opponent away very far, great zoning tool. We all know about this assist.
    Merry-Go-Rilla will be great when the assist move scales correctly for it. It should be doing 2300 damages but as an assist it does less than 1800 and scales your combo even faster (which wasn't intended and will be fixed later, Mike Z said.)
    Filia's HK hairball is great to extend your combos.
    "‎I don't know if you've ever let someone down, got your ass kicked or straight up failed. But those are the moments that define us. They push you further than you've ever thought possible, and force you to make choices. No matter what the cost." — Cole MacGrath
    Check out my youtube channel here!
    Skullgirls: Hamburger/Befstróganov/Filet Mignon ლ(´ڡ`ლ)
  • Honor BasquiatHonor Basquiat Joined: Posts: 1,361
    So what's up with the gameplay discussion thread getting no activity guys? Where's your theory crafting hat?
    Marvel 3: Super Skrull/Taskmaster/Felicia Skullgirls: Valentine/Parasoul

    If you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
  • shiningnegroshiningnegro Joined: Posts: 1,254 ✭✭✭
    So what's up with the gameplay discussion thread getting no activity guys? Where's your theory crafting hat?

    waiting on TF2 hats first :)
    Lone Wolf Pack Interactive (New Indie Game Company)
    PSN: OneNappyNinja
    Main Games: TTT2 (Mains - Lily/Bruce) & SSF4:AE2012 (Main - Ibuki)
    SRK Fairy Gym Leader (Wifi) Friend Code: 1693-0954-9411
  • Dime_xDime_x master theorist Joined: Posts: 4,936 ✭✭
    So what's up with the gameplay discussion thread getting no activity guys? Where's your theory crafting hat?
    ive been wondering the same... been dead in my mains forums. dead forum seems like dead game to me...


    ill repost something that i posted via pm earlier:

    i think i may have found one of the theoretically best teams in the game:

    anybody/double/parasoul (ill be using painwheel up front, but i think anyone could work in the first slot as the ending duo is just to ridiculous)

    the thing i look for when making teams is safe on block supers and good neutral game assists... well that duo has BOTH. not only does it have both, but it also has dchx3 synergy on hit from damn near any character, and it also has one of the best lvl 3's in the game that if done correctly allows for combos afterwards if the first character didnt use there otg (i have one of these combos with painwheel) for instance i have a REALLY easy painwheel bnb to double lvl 3 that does 9900 damage at 1.00 ratio. and thats BEFORE the otg.


    now thats just the tip of the iceberg, one of the weaknesses of my filia team was that filia was the only character with a gtfo assist... so she could be snapped in and disposed of... she didnt have any gtfo assist of her own besides spending meter.


    so snaps are a major weakness to any team that only has 1 gtfo... but this team? who do you snap in? if you snap in double you still have pillar to deal with ad if you snap parasoul you still have double to deal with.

    and theres more, if painwheel is in trouble i can super for invincibility on block and then activate doubles catellites for a complete momentum turnaround and allow PW to heal.... for only 2 meters.

    this assist synergy is literally to nuts... imagine im beating up someone with parasouls pillar assist.. so now they start to try and bait it.... well just call out hornet bomber instead.... TOO GOOD.

    if painwheel goes out then i still have a safe way to get double out by doinf parasouls car super.

    also, snapbacks dont seem to be as good on this game cause the snapped in character has control of there assists as soon as they hit the ground... so assuming that the snapped in character survives the welcome mixup the can call a gtfo assist as soon as they hit ground assuming that they have one.


    i really cant think of a better "anchor duo" than this one... it literally has everything. also note that even though it would be possible to just play double/parasoul and vice versa as a duo. that doesnt really maximize the teams effectiveness. as neither character can have access to basically and invincible projectile assist AND an invincible flashkick assist at the exact same time, nor does the duo basically make its own meter like a 3 character team would.


    anyways what do you think? am i on crack? is there theoretically better teams in this game? idk but it REALLY seems as if parasouls pillar and doubles hornet bomber need some serious nerfing. pillar cause it is an easy mode UNTECHABLE confirm ala psylock/haggar/tron and hornet bomber cause when combined with pillar they just cover WAAAAY to much space... i can basically playing this team by just running around and calling assists...

    lol i just thought of something else: if the battery character gets combod then they can just mash super and dhc into catelites on block or car on hit to stop the reset and it will damn near be completely safe... my god im DEFINITELY running this team... there s some super cheese here. also this team can probably deal with doublecock well since painwheel will have her own hornet bomber to hit peacock.

    funny thing is that i left out a bunch of other things that the team has going for it... i just want your take on it as you see things differently than me sometimes.




    now it my not be the best duo in the game, but on paper it seems damn good.


    -dime
    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
  • VulpesVulpes No. Joined: Posts: 3,677 ✭✭✭
    So what's up with the gameplay discussion thread getting no activity guys? Where's your theory crafting hat?
    This thread serves no purpose currently. Random things get posted in GD, specific things in the character subforums.
    GD should be made into a strict offtopic/salt place where you post random shit, flame Firebanded, whatever.
    Until then this thread won't get any posts.
    Why.
  • Honor BasquiatHonor Basquiat Joined: Posts: 1,361
    ive been wondering the same... been dead in my mains forums. dead forum seems like dead game to me...


    ill repost something that i posted via pm earlier:





    now it my not be the best duo in the game, but on paper it seems damn good.


    -dime


    Parasoul's Napalm Pillar is fantastic, primairly for the free hit confirms more than the GTFO part which is why I mentioned it earlier as one of the better assists. I'll post something I posted in the Valentint thread here about another cool assist.


    [SIZE=13px]
    "So maybe you guys might find this interesting... I've been messing around, trying out Kakushi Caliper as an assist (c.MK) which hits low. It can create some pretty cool "hardtoblockables" with Parasoul and hits for awhile during blockstun so is decent for keeping pressure on. Thoughts?"
    It really makes me like the Valentine/Parasoul team, because Valentine gets an amazing GTFO/hit confirm assist to work with, while Parasoul doesn't need to rely on assists as much but she has one that prerssures, can create crossups and can create unblockables.
    As for what Vulpes says, it's unfortunate, a start would be to unsticky the GD thread and for a mod to basically say what you said.
    [/SIZE]
    Marvel 3: Super Skrull/Taskmaster/Felicia Skullgirls: Valentine/Parasoul

    If you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
  • deice-deice- kimchi yokatta darou Joined: Posts: 596
    ive been wondering the same... been dead in my mains forums. dead forum seems like dead game to me...
    Dime_x wrote:
    [...]
    i think i may have found one of the theoretically best teams in the game:
    anybody/double/parasoul (ill be using painwheel up front, but i think anyone could work in the first slot as the ending duo is just to ridiculous)
    [...]

    now it my not be the best duo in the game, but on paper it seems damn good.

    -dime
    I think most people are too busy playing the game to post much.

    Regarding x/Parasoul/Double, I tend to agree, this is why I picked it with x=Valentine. I'd go with Painwheel if I wanted to get what I think is the maximally effective team at this point in the game, but Painwheel's playstyle and character doesn't really click with me, so I chose Valentine instead (I tend to play only characters I enjoy).

    The twin assists are really effective, and even if you get off to a bad start and your first character is killed, you'll still have a second character with a strong assist for cover.
    SSF4: Juri BBCSEX: Λ-11 AH3: Nazuna MBAACC: F-Hime SG: Valentine/Squigly/Parasoul
    本番はこれからだったのに, もう限界? - honban wa korekara datta no ni, mou genkai?
  • Dime_xDime_x master theorist Joined: Posts: 4,936 ✭✭
    Parasoul's Napalm Pillar is fantastic, primairly for the free hit confirms more than the GTFO part which is why I mentioned it earlier as one of the better assists.


    yeah, definitely. though in my mind its good because of both things... i'd use it even if it werent psylocke on crack. like if it caused a techable KD instead of an untechable one it would still be on my team... that thing just destroys shit.

    i flat out believe it to be the best overall assist in the game right now, the untechable just puts it over the top imho.


    basic differences between the 3 god gtfo assists in this game.. at least how i see them:
    1. hk pillar- reaches very high but not quite super jump heights, can be used for its blockstun on offense, can be used in the middle of combos isnt the easiest assist to punish either. basically destroys up close ground and air based offense... there isnt much that this doesnt do besides reach superjump heights and hit further down the screen, has more horizontal range than updo though. basically hk pillar is a combination of capcom and psylockes AAA's
    2. hp updo- basically the same exact thing as pillar, but with 1noticeable strength over pillar and several weaknesses:

    reaches higher than pillar... you cant jump over this thing unless its called out behind the opposing character. its weaknesses compared to pillar though are it doesnt have the horizontal range that pillar does and its harder to protect cause filia is stuck recovering for a long ass time. still a VERY good assist though.

    3. HK hornet bomber- when i think of this assist i dont even really think of it for its invincibility to gtfo, i use it more for a move to allow me to advance behind it cause it will generally wipe out anything in its way. comparing it to the other 2 AAA's though it doesnt have nearly the vertical range that either does especially if called when the point character is stationary... it doesnt protect the area directly above where it spawns which is a major weakness and can be seen in most peacock double play. its not really an AA in the strictest sense. i think of it more as an invincible projectile assist... using it like that is where it shines most. i think that right now it is the 2nd best assist in the game. it is after all basically a half screen invincible fireball that kills the airdash space and reaches fullscreen.
    I think most people are too busy playing the game to post much.

    Regarding x/Parasoul/Double, I tend to agree, this is why I picked it with x=Valentine. I'd go with Painwheel if I wanted to get what I think is the maximally effective team at this point in the game, but Painwheel's playstyle and character doesn't really click with me, so I chose Valentine instead (I tend to play only characters I enjoy).

    The twin assists are really effective, and even if you get off to a bad start and your first character is killed, you'll still have a second character with a strong assist for cover.

    im not sure if painwheel is the "optimized" point character for the twins. personally i think it would be peacock. use double from half screen or further like its the biggest george out there, and use pillar for upclose AA with georges day out OR hp item drop being called when double is called. this peacock team will basically have few holes when played right, outside of armored moves and invincibles (and MF's FUCKING HEAD.... gah)

    but truthfully i see any character in front of those 2 as being super powerful. probably wouldnt matter that much if it were peacock or painwheel or MF or val or filia, even cere could call bomber to take out the ground while she sails in with j.hp against anyone that wants to go air to air.

    but of course im not saying that im right, theres probably way better shit. just, i really cant see that duo ever being obsolete it just seems to fundamentally solid.... but the people playing against early iceman probably thought he was broken as well. it will be interesting to see how it plays out.


    -dime
    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
  • BoodendorfBoodendorf Imposing your will is a matter of strength. Joined: Posts: 1,464
    So I'm not a fan of Cerecopter as an assist but can anybody tell me what it's good for? I know it's a great lockdown assist and extend your pressure but it has no invincibility on startup and got rather large cooldown.
    "‎I don't know if you've ever let someone down, got your ass kicked or straight up failed. But those are the moments that define us. They push you further than you've ever thought possible, and force you to make choices. No matter what the cost." — Cole MacGrath
    Check out my youtube channel here!
    Skullgirls: Hamburger/Befstróganov/Filet Mignon ლ(´ڡ`ლ)
  • Honor BasquiatHonor Basquiat Joined: Posts: 1,361
    snip
    -dime
    Good analysis, I particularly liked how you described the pros and con of Up-Do. but I don't know if I would go so far as to say Napalm Pillar is bar none the best assist, it is a very versatile assist (probably top 5) but so is George's Day Out, like I said earlier in the thread it is possibly the best zoning assist in the entire game, it stays on screen for a whole bunch of time, really causes problems for less mobile characters like Parasoul. Versitile assist to, can create cross-ups with and so on. Also shout out to Cerebella command grab assists, especially Merry-Go-Rilla because it's basically option select city and that makes me hella salty.

    As for Cerecopter, it is insanely good for lockdown, probably the best lockdown assist in the game, allows Parasoul to do really stupid stuff like put out a bunch of tears while you are blocking or use her overheads. Really good assist in the corner especially, great pressuring tool. Honestly, if you are playing Cerebella, you should probably be using a command grab as an assist, but with Parasoul, Cerecopter might be your best bet.
    Marvel 3: Super Skrull/Taskmaster/Felicia Skullgirls: Valentine/Parasoul

    If you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
  • DevilJin 01DevilJin 01 Quantum Theorist. Liquid Dubstep Energy Joined: Posts: 33,324 ✭✭✭✭✭
    So I'm not a fan of Cerecopter as an assist but can anybody tell me what it's good for? I know it's a great lockdown assist and extend your pressure but it has no invincibility on startup and got rather large cooldown.

    Most all assists in this game seem to have long cool down. There are no Marvel 2/3 assists from what I know that cool down really fast. You gotta deal with heavy recovery no matter what assist you use so it's more so about using an assist with fast start up and active frames than anything.

    You already explained a lot of what Cerecopter assist is good for. It locks down better than probably any other assist in the game and the huge hit box is good for stuffing other attacks (especially from the air) despite not being invincible. The assist literally has no vulnerable hit box once active towards the top of it.

    The only issue with Cerecopter assist like you mentioned...is that it matches up badly against the big 3 invincible assists (Filia Updo, Parasoul Napalm Pillar, Double HK Hornet Bomber). Pretty much all other assists have bad matchups going toe to toe against the big 3 invincible assists.

    That's why 3 character teams will prove to be strong in the future so you can gain the ability to run a strong lockdown assist like Cerecopter on your team while still having access to invincible assist during Skullgirl footsies/neutral game. You're only going to get so much mileage out of a Size 2 team with point character + Cerecopter. On a Size 3 team with point character/Cerecopter/Invinicble Assist your mileage will go up a lot. Especially considering the only invincible assist with any real lockdown on its own is HK hornet bomber. The other 2 the point character has to do most of the locking down afterwards (which isn't impossible because pushblock is weak and there's strong anti chicken block mechanics).

    If you don't have one of the big 3 invincible assists on your team, your team suffers period. There are other really strong assists for lockdown/neutral, but people will have to gravitate towards Size 3 teams to show their power since invincible assists are just so much a requirement. This is also why Size 1 teams (solo character) will have a really hard time in the future.
    Ready for first KI at Evo 2k14 SRK'S DAY ONE XBOX ONE/KILLER INSTINCT OWNERS: DevilJin01(GLACIUS, FULGORE, SADIRA maybe Orchid), Purbeast, Koop, Rcaido, FlyingVe, Eiroheart, Onyx, Mayonaka, Lulipe, iluspook, Ultimaotaku, Rekano, Churrasco, DIEK STIEKEM ------- XBL: TheoryJin PSN: PervyJin01
  • BoodendorfBoodendorf Imposing your will is a matter of strength. Joined: Posts: 1,464
    snip
    Oooh that's pretty interesting stuff. I've been doing okay without an invincible assist until now but there were often case where I would have liked one. So far I'm running HK hairball/Excellebella/Egret Charge, I'm thinking about switching Excellebella for Devil Horns, egret charge is waaay too important for me.
    "‎I don't know if you've ever let someone down, got your ass kicked or straight up failed. But those are the moments that define us. They push you further than you've ever thought possible, and force you to make choices. No matter what the cost." — Cole MacGrath
    Check out my youtube channel here!
    Skullgirls: Hamburger/Befstróganov/Filet Mignon ლ(´ڡ`ლ)
  • Dime_xDime_x master theorist Joined: Posts: 4,936 ✭✭
    Good analysis, I particularly liked how you described the pros and con of Up-Do. but I don't know if I would go so far as to say Napalm Pillar is bar none the best assist, it is a very versatile assist (probably top 5) but so is George's Day Out, like I said earlier in the thread it is possibly the best zoning assist in the entire game, it stays on screen for a whole bunch of time, really causes problems for less mobile characters like Parasoul. Versitile assist to, can create cross-ups with and so on. Also shout out to Cerebella command grab assists, especially Merry-Go-Rilla because it's basically option select city and that makes me hella salty.

    As for Cerecopter, it is insanely good for lockdown, probably the best lockdown assist in the game, allows Parasoul to do really stupid stuff like put out a bunch of tears while you are blocking or use her overheads. Really good assist in the corner especially, great pressuring tool. Honestly, if you are playing Cerebella, you should probably be using a command grab as an assist, but with Parasoul, Cerecopter might be your best bet.

    no worries about not agreeing on placement of pillar, its just an opinion and different styles of play cater to different mindsets... its exactly why this thread is here.

    explain to me how you use GDO... im not getting it. you say its very versatile and while i could see that theoretically... i cant see it practically. i most definitely could be wrong and im not disagreeing, but im having trouble visualizing it on a team and being something that i really respect. i can see it being situationally useful, like using it from full screen with parasoul then slowly following it in and smacking people out the air with her jumping firece if they try and jump over him etc. but i cant really see it as a top assist so could you break it down? ie what team you're using it on and how your using it?


    -dime
    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
  • Jet Set DizzyJet Set Dizzy Night of the Defender Joined: Posts: 2,270
    Devil horns is kinda meh. The hitbox has like no forward range. I agree that Copter is great for Parasoul. I am running Cerecopter/Egret Charge. Bella's s.HK is pretty cool too and I may try to switch to it once I have Parasoul down better, but it gives some lock down plus some cool mixups opportunities with the second overhead hit.
    "No, that's the extent of my knowledge. I just smash the keyboard with my elbows for a few hours a day and somehow this game happened."- Mike Z
  • Honor BasquiatHonor Basquiat Joined: Posts: 1,361

    If you don't have one of the big 3 invincible assists on your team, your team suffers period. There are other really strong assists for lockdown/neutral, but people will have to gravitate towards Size 3 teams to show their power since invincible assists are just so much a requirement. This is also why Size 1 teams (solo character) will have a really hard time in the future.

    I'm going to have to disagree with half of this. While I agree that "the big 3" are probably the best assists in the game and not having one may be a disadvantage, I think in the long run, teams of 2 will prevail. Once people learn more impressive BnBs, we will have virtual CKC combos, so people will run teams of 3 to prevent their characters from dying so quickly. Take Pulsar's Valentine BnB which works on everyone (so he says) as shown below.



    Pulsar's BnB on a team of two against a character against a character on a team of three would be ridiculousness, the damage would be uncanny. You don't need a lock down assist, but you need one of the big 3. So why not opt out of the lockdown assist to get more damage output and the ability to live longer. Besides you could have both on a team of two, i.e. Napalm Pillar/Cerecopter.

    As for Geroge's day out, I just through it out after the Bike Egret, and it's there on screen, and they have to jump over it or block it. I might also throw it out, and them jump and cross over the opponent and spiral flare to start a combo. It controls so much space for so long, and that's a great thing.
    Marvel 3: Super Skrull/Taskmaster/Felicia Skullgirls: Valentine/Parasoul

    If you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
  • stickystainesstickystaines Joined: Posts: 834 ✭✭✭
    Anyone else feel Filia is kinda weak? Not to say she is bottom-of-the-barrel beyond shit tier, but she feels the weakest to me out of the 8. Just feels like other characters can do what she can but better. Her approach is pretty linear and not hard to beat; more annoying than anything. Her reset potential is good, but is trumped by what Painwheel can do, who can get any hit from any situation and turn it into 5-6k into a 4 way mixup from which she can do at ANY point in the combo. There are specific points at which Filia can reset usually. Common ones are restand j.MP into ground reset (low, throw, crossup j.HK) and off j.MK, ADF, j.LP, j.LK into falling air reset (dash under mixup, air throw). You are able to prepare for it better than Painwheel's mixup, but it's still fearsome.

    She also has to burn a lot of meter to either get some resemblance of damage or to capitalize off of confirms, i.e. her throw, hairball mixup or random OTG hits. You also need meter to make her DP semi-safe, even though it can still be punished i believe.

    I haven't been all that scared when a Filia tries to rush me down either. Good blocks and a good pushblock will give you a free out and if they always try to get back in then you can punish them for being predictable. Even if she has an assist to lock you down when you push her out, i'm not afraid of her mixup as she is getting back in. Compare to say someone like Fortune where even if you push her out, you have to worry about the head since if can come from half screen away + better air dash options + better normals + better damage. If she does get a hit, she can go into many combos depending on the situation, but mostly will leaving you standing for mixup, untechable knockdown corner carry into oki setup or finishing on a super to get that added damage.

    The benefits i do see in Filia is her DP and fast approach on the ground, which only her and Parasoul have; possibly Double, but Double is a wildcard all over the place. Definitely not a bad character, just underwhelming i feel.

    E: I would probably say Fortune has good ground approach also. Her dash isn't the best but the head keeps people honest.
  • Honor BasquiatHonor Basquiat Joined: Posts: 1,361
    Anyone else feel Filia is kinda weak? Not to say she is bottom-of-the-barrel beyond shit tier, but she feels the weakest to me out of the 8. Just feels like other characters can do what she can but better. Her approach is pretty linear and not hard to beat; more annoying than anything. Her reset potential is good, but is trumped by what Painwheel can do, who can get any hit from any situation and turn it into 5-6k into a 4 way mixup from which she can do at ANY point in the combo. There are specific points at which Filia can reset usually. Common ones are restand j.MP into ground reset (low, throw, crossup j.HK) and off j.MK, ADF, j.LP, j.LK into falling air reset (dash under mixup, air throw). You are able to prepare for it better than Painwheel's mixup, but it's still fearsome.

    She also has to burn a lot of meter to either get some resemblance of damage or to capitalize off of confirms, i.e. her throw, hairball mixup or random OTG hits. You also need meter to make her DP semi-safe, even though it can still be punished i believe.

    I haven't been all that scared when a Filia tries to rush me down either. Good blocks and a good pushblock will give you a free out and if they always try to get back in then you can punish them for being predictable. Even if she has an assist to lock you down when you push her out, i'm not afraid of her mixup as she is getting back in. Compare to say someone like Fortune where even if you push her out, you have to worry about the head since if can come from half screen away + better air dash options + better normals + better damage. If she does get a hit, she can go into many combos depending on the situation, but mostly will leaving you standing for mixup, untechable knockdown corner carry into oki setup or finishing on a super to get that added damage.

    The benefits i do see in Filia is her DP and fast approach on the ground, which only her and Parasoul have; possibly Double, but Double is a wildcard all over the place. Definitely not a bad character, just underwhelming i feel.

    E: I would probably say Fortune has good ground approach also. Her dash isn't the best but the head keeps people honest.

    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.
    Marvel 3: Super Skrull/Taskmaster/Felicia Skullgirls: Valentine/Parasoul

    If you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
Sign In or Register to comment.