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What am I even doing anymore?(Kyu's Diary)

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Whew, I'm back. Thanks for the comments. I was thinking of these things right after the match(not trying to brag or discourage you from giving me advice). THANKS~insert painwheel smile~! Sorry Ignore the BOLD print. It's for my own reference for stuff to work on.

Yep most of the time I upback and I realize (or don't) that I'm not blocking low. Sometimes I'm trying to neutral jump, but either it doesn't come out cuz of pre jump frames or you do j.hp and i forget to block right after N jump. Haha it was actually my intention to use full combos especially when I was using Robo. Because I always felt Robo used a lot of undizzy to do the same amount of damage other people do. I did do a corner burst bait twice, I failed to convert off of it properly though. And yeah I noticed that I was side swapping in the corner because I was doing the BnB on auto pilot and forgot to branch off to the corner version midway when it actually sideswaps. Sometimes I did jump forward though, and that worked well.

As for things I noticed, I keep calling assist at terrible times. TERRIBLE TIMES. It's like a wild card for me instead of a sharpened spear. Next I don't actually have a battle plan for when I use lvl 3 missiles. Haven't actually thought about it until now. I remember forgetting to finish my combo with Big Band with a lvl 3 because I didnt have a charge and was thinking of H brass knuckling then I lost the game. There were times when I wanted to challenge you in the air, and j/lp or j.lk would've been the better button and there were times when I used j.lk when other buttons were better. I'm still working to which buttons to use. Sometimes I ground teched backward with Big Band instead of forward... dropping the combo/game. I want to convert off of s.hp since it is used as a reversal at times, with assist.

During the matches we had, I tried a few new things and failed to do some others. 1. Corner burst bait. I did this successfully, but had trouble converting off of it even though I've practiced it in the training room. 2. s.hk->lvl 3 I was surprised that you came out s.hk blockstun so quick and grabbed me. I think you actually landed at that point. The other time it worked I failed to pick up off of the OTG. Let's see...I went for beat extend L even though I'm not planning to use beat extend for my team of 3. I had so much trouble converting off of it. I'm also trying new things with Big Band...don't mind my silly j.mk oboe awkwardly flying above your head. I don't want to play Big Band with the only options of A train, Brass knuckle, cymbals, giant step, and j.lk in neutral. Ah also I tried to execute some resets with BB. I don't think I'm quite familiar with his normals yet. I tried to do s.hp->L danger ,but timed it wrong. It's quite an unreliable AA.

Sorry I don't wanna be an asshole, but when I took the game off of u with my lvl 3 detonation with a pixel of life, it was glorious XD. That was a fun moment.

Okay now for other stuff. I dropped Eliza off of my PW team like she was actually on it and I was thinking about who to put as her partner. It took me awhile to think of who I would put on a team with her. Then I realized the Fukua exists...and I don't really mind her as an anchor. I actually kind of like the team. Well I like being able to DHC into Hatred install or into Fukua's Fireball/Shadow super. Time to pick up Fukua again! Which is what I've done. I've practiced her BnB and its pretty easy. I found a simple burst bait. I've practiced her important resets. Whether I can actually execute them or not in a match is another question.
 
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From the first game, I knew I kept mashing grab during resets. I couldn't stop myself from doing it though. T_T
I'm still having trouble with the range of my cr.lk. I'm playing everyone with short range cr.lk almost.

I'm a bit better at anti-airing with Beowulf and Fukua. With Beowulf I rely on chairless cr.hp quite a lot and with Fukua s.hp. I'm still not quite great at converting off of Beowulf's H chair toss.

So with Fukua I can do the BnB sometimes, but I sometimes drop it. At two parts. The last chain and ground chain with L->s.hp. With the last chain its getting the normal right after j.mp->j.hk. I don't know why it drops sometimes. It feels like right after j.hk I could be pressing cr.lk too early or or too late or it has something to do with the timing of the previous chains. With the other one its a matter of pressing the L normal too early.

I wasn't able to execute my Fukua resets all too well. Especially the M Shadow one. I forgot how it works and kept dashing. However I was able to execute the hard knockdown somewhat with Fukua L air fireball. It was interesting to try out. There were times when I wanted to do Fukua's shadow to avoid damage/punish, but it didn't work out all that well. It's a fun to use move though since it is strike invincible.

I remember chicken blocking one thing and punishing it right after. I don't remember what, but I've got to work on that.

At the end of all the matches, I realized there are times when I know I will miss the punish off a missed super, but I don't know how to captalize off of it. Most of the time I go for dash up cr.lk. I forget dash up grab is always an option.

Sometimes I should I make the right read, but my I dont have the enough the guts to do it again. This time it was SBO vs Gigantic Arm at the start of the match.
 
Wow its been nearly a month. I haven't played that often, but recently I'm working on two more characters. Double and Miss Fortune. Although before I didn't like Double because of her weight, I'm starting to get used to her. Will work on Miss Fortune later. I'll probably put Painwheel, Miss Fortune, Double on a team together. I realize I don't like duos.

I made a midscreen BnB with her. Does about 7.6k

cr.lk, s.mk, s.hk, H luger
dash s.hk, h.luger
dash s.mk or cr.mp, s.hk
j.lp,j.mp,j.hk
superjump, j.mk,j.hk, m barrel
s.lp,s.mk,cr.mp,H butt slam, car super
 
New found fact. I have no control over playing air dash characters whatsoever. Learning Miss Fortune will be a new experience for me and probably one of my harder ones in terms of learning a character.

In other news, I am having trouble with Double's Barrel Loop BnB, but I'm starting to get it. I notice that I can't get the barrel to drag the enemy down consistently if I don't cancel j.lk prematurely. I notice it has to do with Double needing to be something like higher than her enemy so I need to somewhat keep the enemy low to the ground in the chain before.
 
I grinded out Ms Fortune's midscreen fiber loop bnb. In about 200 tries I can nail it 50'/, of the time.

I've been thinking about all the characters I've learned and currently my favorite teams are RF Beo BB, Pain Beo BB, Pain MF Double. So that excludes Squigly and Fukua. Guess what the most common feature is? It's armor.

I really like the synergy in my first team. The second team is all my favorite characters. The third team is the combined interest of making a team with Painwheel with characters I haven't played very much. At this point the characters I haven't played much are peacock, Filia, valentine and I'm not really interested into learning them atm.

Although I want to focus on a team of 3. I always bite more than I should then take an extra long time chewing.
 
OK two things I noticed. I really can't play miss fortune and I like double. It's going to take longer for me to figure her out however.

I think it's time for me to devote time to peacock since I really do like playing at a range. A team with peacock would probably be Peacock, Beo, Double. I don't want Big Band in there and I'm a little worried about not having a consistent dp. I think it's okay though.
 
Yay I worked on Peacock somewhat. I am close to nailing her IAD in the midscreen BnB. The hard part for me though is the dash s.lp after the m SoID. It's weird. Sometimes it feels like I don't need to dash much and other times I need to dash more. I can't tell what is causing the difference.

With Double I have a hard time going from cr.hp to H butt slam and I was practicing it earlier. I realized that I could buffer the forward during the last string and use negative edge to just do cr.hp-> let go of forward +qcf do the H butt slam. Sweet stuff!
 
The hard part for me though is the dash s.lp after the m SoID. It's weird. Sometimes it feels like I don't need to dash much and other times I need to dash more. I can't tell what is causing the difference.
That's probably due to the frame you're canceling the s.hk, if you do it too early you'll stay in the same place during the item drop, but if you delay it for a few frames after it connects you'll move forward during the item drop with the momentum from the s.hk.
 
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I am really liking peacock+Beowulf. The space that the H hurtling hurl occupies is fantastic.

I think I've nearly done an all around the world. The only character I haven't tasted yet is Filia... I might try her later for the hell of it. I've also come around all the way back to Cerebella so yeah AROUND THE WORLD!!

That is two teams.
RF/Beo/BB, Pea/Beo/Cere. Personally I don't like using cerecopter so it's H LnL. Peacock...I'm using airplane George for now. I think M SoiD would be better. Basically Beowulf ' s Fanclub is the team.
 
I'm slowly starting to understand Peacock. She's much harder for me to play then Robo probably because of the number of moves available when zoning, but I do like her. I don't think I should play Peacock+Beo together for now. I should just do Peacock+ Bella. The additional assist is causing me some trouble.

While I was practicing her BnB, I was wondering if there was an easier way to time the landing so I don't go into the last chain too early. Turns out I just need to delay the last chain. j.MP has a lot of hit stun and I didn't realize that. Thinking about it now it actually makes sense since you're supposed to delay j.HP after j.mp.

I watched the ComboBreaker match between WingZero and Swiftfox to try understand the Filia match up more mainly looking at when Swiftfox decides to use which bombs and when to use j.hp IAD j.HK or j.HK IAD j.hk combined with when to N jump...basically when to use everything including call H LnL. Probably the hardest thing that seems key while playing Peacock is keeping track of the horizontal and vertical position of the enemy. From what I understand so far, H item drop is mostly used for like the 3/4 furthest from u and M is the rest. I don't know what the L item drop is used for in zoning. I just charge it after a hard knockdown in the corner and I've seen it used in combos. I don't know why, but I keep trying to use it as an AA. It totally fails when its not at least level 2. I think I should totally look at some peacock stuff now. Any suggestions?
 
I'm getting used to using SoiD and differentiating between M and H SoiD. I rarely use L SoiD, but I'd like to incorporate it somehow. I'm executing Peacock's BnB 90'/. of the time and I'm actually finding it quite fun to do Peacock's BnB. I think its because of the delayed air dash she has. Also forced myself to use L bomb more often because I autopilot M and H bomb.

With Cerebella, I am much better at doing j.lp->j.hp then when I first started. I still drop it, but at least I can do it quite often because I can actually pace myself now. I am trying to break away from Cerebella's BnB into resets slowly. Autopilot is making it hard, but I really like doing Cerebella's run stop cancels much more than Big Band's E break.

I personally think my Robo/Beowulf/Big Band team is great and much better than my Peacock/Beowulf/Cere, but I don't quite enjoy playing it has much. I guess I don't really like the way Big Band's combos work or Robo's either for that matter.
 
I definitely like Beowulf and Cerebella even though I think Beowulf and Big Band are amazing. The arm into ssj to punish an assist is so deadly.

So with those two characters as my assist and anchor, I have two candidates for point. Peacock and Fukua. For some reason I still like Fukua. I think her shadows and fireball combos are fun. Other than that...I'm not a fan of drill super functionality wise. If I choose Fukua I may switch position with Beowulf. Hmmmmm.
 
I think I have a thing for Valentine. Out of all the air dashers she feels the best. I want a point that can build meter more than Beowulf and isn't slow as molasses. So I think Valentine fits that role. I think I'll drop zoners for now and Cerebella.

Now for the team is probably going to look like Val/Beo/BB, H Bypass, H hurl, H A train. I like Beo with H A-train for now. I'm kind of worried though. I'm thinking Val should have a lockdown assist. Then again...I'm playing Beowulf with H A-train so what does it matter :)

The double dash to get an instant overhead with Val is kind of hard. I can do it with arrow keys, but its kind of brutal for my fingers. So I think I'm sticking with arrow keys for the back dash and PP for the forward.

I like the EKG Flatliner into Python DHC because EKG Flatliner sends them the other way which allows me to dhc and send them the other way. If I still have OTG I can pick it up for a good chunk of damage. No other super really allows that unless I switch sides during the combo.
 
I LIKE PAINWHEEL. ITS DONE. NO MORE SWITCHING CHARACTERS.

I've spent so much time with Beowulf. I really need to spend some time with other characters.
 
I keep spending MORE time with Beowulf and boy is H-A train fun with Beowulf. Similar to how squigly has s.mp(1) pull over after A train, Beowulf has something similar but more unpredictable. It's the mechanic thing where if you hit an enemy in the air who is behind you, they'll be vaccuumed in front of you??? It's just knockback. Depending on the timing of J.hp or j.lk the enemy can be behind you or in front or pulled in front or the knockback(it looks like the momentum from A train carries though ^_^) fails because beowulf is too big and they stay in the back... I don't even know...but I like this.

With Painwheel I'm working on her BnBs still. It seems I forgot how to do L buer->Flight-> j.lk->cr.mk. I keep dropping it. I'm learning at bit of her corner combo at the same time. I really like the Buers and f.hk, s.mk, s.hk and that stuff. f.hk feels good.

With Big Band I'm also trying to solidify some combos. I learned a few more air chains because I was extremely lacking in that department. I learned this one which works on mediums and heavies. I'm getting a lot better at the DP motion even though I still drop combos.

cr.mk, s.hp
j.mp, j.mk
s.lp,s.mk(1)
j.lk, j.mk
cr.lk, s.mk(1)
j.lp, j.lk, j.mk(2),j.hp,
 
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My team needs to change again maybe or I do T_T. I have a dilemma and I can't solve it without sacrificing something or one.

I need an assist I can use in neutral for Beowulf.

If I want to keep my current team Painwheel, Beowulf, Big Band, then I need to run Brass Knuckles. I need a horizontal assist for Beowulf. I don't really dislike Brass Knuckles, but I just enjoy using H A-train a lot more.

If I want to keep H A-Train, then I need to drop Painwheel and go for Cerebella(LnL) or Robo(Beam) or Parasoul(Napalm Shot). Preferably not Robo...I don't want to play her really even though I made some combos for her.

Buuuuu...T_T
 
Oh dear...I found some really dumb stuff with Parasoul and H A-train in the corner and midscreen. I guess this will be my team then. Apparently I like slow characters a lot.
 
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Okay I have to do this again. Team is still subject to change.

Two teams:

Beowulf, Big Band, Cerebella. H hurtling , Brass Knuckles, Cerecopter

Parasoul, Cerebella, Big Band with L shot, Cerecopter, H A train.

I am iffy about Cerebella because I don't actually like her as much as Beowulf Big Band Parasoul Painwheel, but she provides what I need

@ArkBat I'm definitely stealing that cerecopter stuff.
 
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Okay I'm definitely keeping my Beowulf, Big Band, Cerebella team, but I'm making an adjustment to the second team. It's going to be Double with L bomber instead of Cerebella. Mostly because I'd rather play Double. Though both of them are still awkward to me.

I discovered that the Parasoul A train resets are character specific to Filia and Fukua due too...their thin bodies? When A train grabs them in the corner, there is a tiny space between the enemy and the corner. This space is larger for everyone except Filia and Fukua. Double's body size seems to be the closest one to Filia and Fukua unexpectedly.

I also found a bunch of other resets using napalm toss since I was messing around looking for more stuff. I'll be editing them into my opening posts later.

I learned recently that j.mk lets you go into any other move. So I learned a restand for light characters that is:

j.lp, j.mk, j.mp
j.lk, j.mk, j.hp

Also learned to s.mp->egret call for far off confirms.

Also made two combos using A train. One for Parasoul corner and one for Double Corner.

Parasoul corner 1 meter 8k A train
cr.lk, cr.mk, s.hp, napalm pillar
cr.mk, s.hk, A train
j.mk, j.hp
cr.hp
j.mp,j.hp,j.hk
s.lk(2), s.mk(2), s.hp(2), M napalm shot, Sniper shot

cr.lk. s.mk(2), s.hk, H luger
s.hp, h luger, A train
s.hk
j.lp,j.mp, j.hk
super jump j.mk, j.hk, M barrel
s.lp(2), s.mk(2), cr.hp, H bomber, Car
 
Today I played with Hatred Install because I was thinking of having Big Band replaced in my Parasoul team. A lot. So much that I made a combo for a team I don't play. I tried doing as much damage as possible because I was dissatisfied with my 3 bar combo that got only 11k with Parasoul and Painwheel.
This is a Parasoul, Painwheel, Big Band corner combo that costs 5 bars, uses brass knuckles and does 16k damage. I think that's pretty good?!?!

cr.lk, cr.mk, s.hk, H Brass Knuckles, Napalm Pillar
cr.mk, cr.hp, Napalm Pillar, Sniper Shot, DHC Hatred Install
Air H buer
Gr. H buer, flight cancel
j.mk, Air H buer
j.mp, Air L buer, flight cancel
j.lp Air H buer
s.lp, s.lk, cr.mp, s.hp, L buer, Death Crawl, DHC Big Band's level 3 super name that i forgot
 
I played with Eliza and Beowulf a bit and tossed Filia to the moon and caught her with the sun rise. Sounds Poetic, but not very practical...

I've went around in a circle with my testings and I've come back...
I realize that I want to play Painwheel(Point) + Beowulf(Assist)+ Anchor. I love Painwheel and Beowulf together. Here's the nominees for anchors that I could possibly consider putting in that spot.

Parasoul: I love this character on point. So no.

Cerebella: WHY DO YOU KEEP APPEARING AS A GOOD CANDIDATE ON EVERY TEAM, BUT I DONT REALLY WANT TO PLAY YOU.

Double: Krackatoa plays this team and I contacted him about his assists. Then I checked him on youtube cuz he makes vids and he uses the slippery slope(sorry i forgot the name) assist on double. My real problem with double is that Beowulf wants an assist that can help him get in or stay in. L bomber has a really short range. M bomber probably works best for Beowulf? I just plain don't like slippery slope assist even if it proved helpful/good with Beowulf. Also her DHC is amazin!!!!

Big Band: Probably the one I like the best. I have a question though. Does H Brass Knuckle help Painwheel in neutral? Of course it helps her do bigger damage and I wouldn't mind experimenting with it. I might as well go back to H A-train assist so I can do 8.6k midscreen meterless. With the combo I made and it does 8.2k all headbutts with about 0.4 more bar than the opponent while 8.6k with all kicks and the same meter built for both characters.

Eliza: WHY AM I EVEN CONSIDERING THIS WOMAN SHE'S A SKELE oh sorry papyrus. I mean I like her somewhat because shes slow and if I did put her on my team it would consist of the characters my friends might/would play.
Also Beowulf level 3->Eliza level 3.
 
I've updated my 2nd post on the first page with a bunch of the silly Parasoul A train Filia and Fukua specific stuff.
I'm not posting everything because there are way too many variables when it comes to Napalm Toss, but you'll get the idea if you read it. I don't know anyone that uses Parasoul with A train, but it was fun playing with it.
 
Played a lot more Painwheel today. I feel a lot less flimsy with controlling her compared to yesterday. I felt like total crap yesterday. I asked Krackatoa a lot of questions about Painwheel because I simply don't understand her as much as I understand Beowulf. And it feels great! I discovered Painwheel has fly stocks and that she wants to land a j.mp that is blocked on you. What comes after is probably the most difficult part. I don't really confirm that j.mp is blocked very well so I don't get to do other things. Also unfly is the hardest thing for me to get right when I want it. It usually comes out as j.mp.

I watched a few videos with Elda Taluda mainly focusing on his Painwheel of course and I noticed that there were points where it was obvious to go in for a j.mp while they were other points where I wasn't quite sure. Something like whiffing a move on the ground.

Also tried making use of M and H stinger in approaches. I read about cr.lk-> pushblocked-> M stinger, but have yet react to pushblock with stinger.

Today I made use of the corner Big Band Combo twice. I AM PROUD <3 I usually never use a corner combo without a big amount of time in between for me to recognize im in the corner.

Also did a lot of absolute guarding today. Thanks to Mad_man4.

As for the team I played...I played mostly Painwheel, Big Band(H A train). I still really like A train despite not being Brass Knuckles in neutral. I do however really like the space that it covers. Helps Painwheel a lot I think? Well...lets just focus on Painwheel.
 
I have a question though. Does H Brass Knuckle help Painwheel in neutral?
Yooo, like, I don't play painwheel but I figured I'd give my opinion anyways.
I honestly think H-Brass would do you more good than A-train on a lot more situations.
Plus, I don't really think PW needs more help with air superiority. When fighting PWs the greatest problem they seem to have is controlling space. Then again I haven't really played any good PWs... I imagine that nails would be sufficient space control, but what do I know.
 
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This really is a recording of my adventures.

This time I went back to squigly to have some fun with Beo/Squig DHC compatibility. Turns out its pretty good.
Tried out Beo/Squig/Big Band with H Hural, Cremation, H train. Quite terrible... Pretty fun though. Found out I can fit beo's taunt into my H train combo only in the corner. It adds about 600 damage to my corner combo. Don't really think its worth it since 600 more dmg for 1 meter doesn't sound too great. Squig-> Beo dhc is very good. Beo->Squig is not as great as Squig->Beo. Doesn't really matter too much though. I just wanted Beo with 2 assists instead of Beo with 1 assist. I think Squig/Beo/BB is just as good.

Also found out that the corner H brass conversion with chairless j.hp works also with H train. I got the timing down for it like 80% of the time. Didnt take too long. Cremation asisst also converts off of Canis Major interestingly.

Also found some more tech with Beowulf/ Robo H beam. It's just a small extension of the cr.hp blitzer reset. Calling beam after launcher with delayed or not blitzer can lead to an interesting setup.

It's weird. I really like these two teams compared to my Painwheel. She feels so awkward to me in terms of making a team that feels good with her.

Besides all the adventuring I really want to get rid of my habit with Squigly of thinking all her charge moves are QCB instead of QCF. I also have a feeling Beowulf wants a clean non chicken blocked j.hp to get in. Beowulf's heavy moves are godlike imo. Yes even s.hk as an anti-air its pretty hilarious(i do this sometimes), but seriously its mostly s.hp and cr.hp.
 
Felt like updating again.

Recently discovered Squigly has stancel charges.

Trying to experiment with Squig/Train for a high damage combo. I can't break 9k without using a meter. Highest I've gotten was 9.6k I think or 9.5ish.

I'm pretty slow at understanding Beowulf despite being my first character but here are my thoughts. His chairless combo has amazing corner carry. His lvl 1 supers have great distance. This leads me to his corner pressure. I'm not great at this pressure thing. But he needs an assist to help him pressure in the corner. I'm bad at incorporating my assists properly. I really want to work on this. I think it will make my experience a lot more enjoyable.
 
Wooo broke through 10k with Squig/Train 1 meter and punch charge and corner. Nice... Looking for a midscreen BnB now. Maybe I should try experimenting with Beo assist after. Maybe as in probably will. Anyways I'm really enjoying my time playing Squigly again. Trying to solidify that dp input. Discovered that you can charge M Draugen Punch but not H. Might be my keyboard problem. It's kind of fun just charging for DP instead of anything else so you can just dp on release. Would be great if my DP input was that good.

Really loving Squigly on my team and this Squig/Beo/BB team is general. Practicing my DHCs because this team DHCs pretty well.
 
Nevermind Squigly doesn't have stancel charges.

Starting to get a hold of this hit-confirming thing. It's become kind of unconscious reaction. Also the fact that I'm just recognizing if the enemy is crouching or standing.

Looked into some heavy counter hit combos for Beowulf. Can do 10k meterless w/ assist :P

I've worked on my chairless combos a lot recently with and without assists. The recent chairless assist combo I posted is interesting because its really optimal in terms of damage when you have 100% max undizzy. Right after A train, chairless s.hp is used to end the combo and its great because it doesn't cause trigger burst because its a hit grab.

I've still got that urge to play Painwheel.
 
So a lot has happened. I debated trying to play Krackatoa's team because I wanted Painwheel/Beowulf/?, but didn't like anyone in that last slot too much. So now I'm on this team. Squigly/ Beowulf/ Big Band(H Train). This team is really fun as in its got a lot of fun things especially with the supers. I love H train mainly because I can convert of Air Da grendel killa anywhere with it which means lots of slams. I don't think I'll actually change this team anymore.

I got to play a match with @dekillsage and a few matches with @Swiftfox-Dash today. Thanks especially to swiftfox since I played quite a few. Most of the time I actually got in and made some good reads and punishes, but never really held on. Got a number of new things to think about now.

At max undizzy beowulf with H train can do 7.1k meterless which is pretty awesome 6k universally. Though it is all grab damage. I've been thinking about my strategies when I get in and I usually either do full combo into hard knockdown or reset, but I've been more prone to hard knockdowns due to the amount of damage I can pump out and the percentage of braindeadness and not wanting to drop my combo. Also the fact that cremation + hard knockdown is terrifying if Squigly is ever alive.

Something I want to work on lately is moving my character to safety when I'm low because my team is quite good at it??? I think Squigly does it well and I got to keep working on my combos against meds + heavies.
 
I tested Krackatoa's team out for a bit and discovered that I like Painwheel with Cilia Slide assist, but not Beowulf with it. So I kept them together and though about getting some time of air assist. I came up with Painwheel(H Pinion), Double(Cilia Slide), Eliza(Horus). I don't know if I should put Double on point, but Double with H pinion is pretty fun. I really don't know about Eliza, but I'll consider her again. Although I like Painwheel + Beowulf, H train doesn't really benefit Painwheel and I can't let go of H train...its too fun.

Make no mistake, I am keeping my Squigly, Beowulf, Big Band team. I just want a team that I can play Painwheel with. I played around with some Double combos. Finally learned the Cilia slide one and some of Duck's teacup stuff. Also played around with H luger for some of my own combos.

Also, I forgot to mention that I'm starting to learn the importance of neutral jump.

Next thing I want to work on is...well...I'm too used flight cancel, j.lk land. I can't really do j.lp so I've got to grind that out.
 
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Damn Eliza. She's getting more attractive to me the more I play her because she reminds me of Beowulf and Big Band. How? She's big. That's all.

Today I solidified Eliza's midscreen BnB in the training room and played some online with her. Found out how messy my control with her is, how terrible my air dashes are, how bad I am at converting off of her air grab and ground grab. Although it irks how she needs to spend meter to convert off her ground grab, I'll roll with it. I really need to face people more with her. Her specials are quite coming to me like Beowulf and Big Band's are.
 
Oh man. Speaking as someone who keeps facing Elizas, the size isn't so much the this as is her range, especially that disjointed DP. Still, I'm fine fighting against larger characters, they're easier to hit.
 
Haven't played too much since picking up Blazblue. I've just been thinking a lot about my Painwheel team. Eliza just doesn't cut it for me. Been going through a bunch of characters in my mind w/ not very much testing. Thinking whether or not I want a DP. Although I like Beowulf DP a lot, I really don't like Beo/Double and I want to keep Double. So I've been thinking mostly about BE and Cerecopter as a non-DP choice. I do realize that DP is very powerful especially BE, but you know...I play H train on my other team soooo yeah...anything can happen. I should try some more testing and even consider H LnL. I'm getting over my dislike for Cerebella. I still don't like her combos though.

IMO
This may be not the place to put this but after playing Blazblue/Guilty Gear I am incredibly grateful for how combos work in Skullgirls. I may not have played BB or GG for as long as SG but combos in SG are definitely my favorite mechanically?? Aesthetically a few characters in BB compete like Terumi, Noel, Kokonoe so far from what I've seen. I really dislike combos that keep going from ground to air and air to ground super fast almost like Fukua but more annoying because they don't all end in j.hk so they don't feel quite as intuitive. Also all the CH, crouching, Dash momentum specific combos...I'm glad Skullgirls doesn't have it. That stuff is so weird in my eyes.
I think that's all I have to say for now.
 
That's one of the reasons I kinda like GG more than BB (well that and the pace of BB always felt clunky pre-CP), you can get away with shorter combos, though Millia's Xrd a BnB requires IAD canceling, which was a pain to get right. Still, the mechanical quirks are less apparent with shorter combos.
 
So in the past while I had a set with @Sparties and @Fizzxwizz. That was like nearly a week ago. I played my Squig/Beo/BB team and I learned how important it was to super jump during the matches against Fizz with Beowulf because without it Beowulf would nearly always be forced to block and eat a mixup.

I'm just trying to decide between Cerebella or Double in my Painwheel team that will look like PW/Double or Cere/Big Band or I could put Double point.
 
if you're confident with double and feel like you could run back with her, keep her as an anchor. that's how i view it, it's why she's my anchor.
painwheel, imo, is better with double and not bella. the only reason i have a pain/bella/double team is because bella/double are always my second and anchor characters.
i personally think bomber provides painwheel with a better lockdown over copter and LnL, but that's just me.
 
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if you're confident with double and feel like you could run back with her, keep her as an anchor. that's how i view it, it's why she's my anchor.
painwheel, imo, is better with double and not bella. the only reason i have a pain/bella/double team is because bella/double are always my second and anchor characters.
i personally think bomber provides painwheel with a better lockdown over copter and LnL, but that's just me.
Which bomber do you recommend?
 
M bomber
he right
better lock down, not as gimmicky as L bomber imo, good damage if you incorporate it into a combo
believe me, trying to combo with H bomber is a pain in the ass.
 
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he right
better lock down, not as gimmicky as L bomber imo, good damage if you incorporate it into a combo
believe me, trying to combo with H bomber is a pain in the ass.
Isn't it kind of difficult to convert off of M bomber?
I mean if you aren't already moving forward after you call the assist it's kind if difficult.