Author Topic: [NEW] Skullgirls Discussion Thread  (Read 28226 times)

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Offline Age

Re: [NEW] Skullgirls Discussion Thread
« Reply #45 on: December 16, 2012, 09:40:14 AM »
I got teacup to hit him once in neutral by accident and was like "oh fuck yes, this move exists?" I think I got it one more time in the set.

Sorry about the d/c, my internet has been pretty shaky, though I dunno why you'd think it was a ragequit when I was in the middle of beating your arse. :P

Offline Folks

Re: [NEW] Skullgirls Discussion Thread
« Reply #46 on: December 16, 2012, 10:48:10 AM »
Haha dime yeh I'm complaining, i just hate things that have ridiculous hit stun
Makes hitconfirming a breeze

I don't know age, my resets are pretty mentally destructive
BasedFolk

Offline Dime_x

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Re: [NEW] Skullgirls Discussion Thread
« Reply #47 on: December 16, 2012, 10:55:08 AM »
You hate things with ridic hitstun?

So you are willing to give up that imba hitstun on lvl2 drop?


Haha

Also, i think my resets are the most mentally disturbing.. Everything else pails in comparison to painwheel resets.

Im kinda here and there on easy hitconfirms... On one hand i dont see how making hitconfirms harder increases skill... Just makes it so that you have to have better and better reactions... Which are not skill.

On the other hand, i dont really eant throw away easy reaction itconfirms that have little to no consequence for being used in the wrong places...

Offline Folks

Re: [NEW] Skullgirls Discussion Thread
« Reply #48 on: December 16, 2012, 11:09:37 AM »
Im kinda here and there on easy hitconfirms... On one hand i dont see how making hitconfirms harder increases skill... Just makes it so that you have to have better and better reactions... Which are not skill.

On the other hand, i dont really eant throw away easy reaction itconfirms that have little to no consequence for being used in the wrong places...

well, in my non-game developer opinion.
i just feel that with a great hit-confirming normal, should have a downside. take filia's #1 hit-confirm, cr.mk (the drill) it is amazing for a low hit confirm but, it has something like 4-7 hits which takes the damage scaling way down. i actually really like this and prefer this over bella's j.hp which has crazy hitstun and is only one hit.

but, in regards the skill of a hit confirm, a really strong normal should only really be hit-confirmed by a good setup/reset (like reading your opponents high/low block)

but im new to fighting games
BasedFolk

Offline Dime_x

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Re: [NEW] Skullgirls Discussion Thread
« Reply #49 on: December 16, 2012, 07:24:20 PM »
Filias cr.mk has a bunch of inherent weaknesses:

Minus on block
Low range
Many hits scaling bad


Bellas j.hp is really good when used as a quick overhead... But bella dont really have many blockbeater moves that have little risk to them:

Her command grabs are jumpable and can be punished by jumping them.
Her left right is stupid unsafe on block


... All she really has to beat blocks with little is the high/low... And even then the high usually has to be setup.

Tbqh just pushblocking bellas jmp in the air puts a pretty big cramp on her offense..

I think bella is one of the worst characters in the game at this time.. Though i think the tiers are hella compact... Bella is still probably B with the highest tier character being A...



Offline Folks

Re: [NEW] Skullgirls Discussion Thread
« Reply #50 on: December 16, 2012, 07:56:31 PM »
i still cant get over the fact that my c.mk/s.hp/cr.hp/s.hk are all unsafe
BasedFolk

Offline Dime_x

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Re: [NEW] Skullgirls Discussion Thread
« Reply #51 on: December 16, 2012, 09:32:55 PM »
If you threw more youd get over it really quickly...  She has the best safe on block rush moves in the game perfectly setting up safe high and nearly safe throw as well as safe crossup... You shouldnt go low much... I was hoping youd figure that out yourself...

Offline Folks

Re: [NEW] Skullgirls Discussion Thread
« Reply #52 on: December 16, 2012, 10:55:39 PM »
im not the biggest fan of tick throws, if thats what you mean
and dont say you were hoping that i would figure it out myself, it makes me feel like im a disappointment. why doesnt my family love me!?
BasedFolk

Offline Dime_x

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Re: [NEW] Skullgirls Discussion Thread
« Reply #53 on: December 16, 2012, 11:47:20 PM »
Well your throw beats both high and low block, whereas your high is safe on block and beats low block, which is also the primary default block... Plus can beat jump back.


Your low beats only high block and is unsafe on block... Whether you like tick throws or not is immaterial... Use your characters tools to the best ability they can be used.

Throw and high should be used the most and should be used to set up for the low. Using high to set up the low is way to obvious and just gets you putting yourslef at a disadvantage half the time you use it... Filia isnt magneto..  Its hard to go low and maintain initiative on block. You have to use an assist if you want to press the high low mixup... Just make sure you use the assist when you go low, not when you go high... Though you could eliminate that needless redundancy by simply using high to setup throw and throw to setup low.

As it is right now if you threw more wed probably be absoulutely free to them most of the time.... I now for a fact that age is pretty damn free to them...hed rather jump, or reversal, or avoid the situation rather than tech a throw... Use that info to your advantage till he does something different, amd thesame against me as well...

You dont think i DONT know that your primary anti reset tendencies are mash tech/tag and jump back?

You DONT think that i dont tailor my resets to take advantage of those tendencies as much as possible?

Bottom line, hit your opponent with what they are leaving themselves open to... You do yourself age and i no favors by not throwing...

Seriously you want to make the biggest improvement to your game in the shortest amount of time?

Throw like 2-3 times as much as you already do (not with peacock), wait for your opponent to figure it out, then do something else...


Offline Age

Re: [NEW] Skullgirls Discussion Thread
« Reply #54 on: December 17, 2012, 09:24:03 AM »
Kinda sad but true. The highs also take more reactions to block since most people block low when you land then react to a jump, whereas the low block is a guess without timing.

If you don't like tick throws as a point character (I don't either except the command grab ones) there is sure to be super dirty stuff with val's throw assist. Maybe a high tick, assist call, dash cancelled, then mixing up whether the grab or the next high hits first.

Also, I'm off work now if you want to head to shadowlogic sometime this week. I'm out of town after saturday though.

Offline Folks

Re: [NEW] Skullgirls Discussion Thread
« Reply #55 on: December 17, 2012, 08:20:20 PM »
would thursday be cool?
any time is good for me that day
BasedFolk

Offline Age

Re: [NEW] Skullgirls Discussion Thread
« Reply #56 on: December 18, 2012, 09:22:15 AM »
works for me

Offline Age

Re: [NEW] Skullgirls Discussion Thread
« Reply #57 on: December 18, 2012, 09:17:18 PM »
Actually the facebook page says it's closed from the 17-20, are you able to go on Friday instead?

Offline Dime_x

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Re: [NEW] Skullgirls Discussion Thread
« Reply #58 on: December 20, 2012, 08:30:07 PM »
I just threw down the challenge gauntlet to my fellow perthians:

If anyone can beat me in a first to 10 they get $100

If anyone takes at least 1 game out of 10 they get $10


Lets see if anyones got what it takes.

Offline Folks

Re: [NEW] Skullgirls Discussion Thread
« Reply #59 on: December 20, 2012, 08:32:16 PM »
Hahah yeh i saw your post on fb dime

Age i was literally just about to leave when i saw your post haha
ill be there tomorrow around midday
BasedFolk