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IAD: Impulsive Air-dash Disorder

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Ms. Fortune Filia Double
So let me start off by saying that this is my first ever post on Skullheart. I have been lurking around these forums for quite a while, until I decided to just make an account. I first heard about this game through Maximilian's early Skullgirls videos (Before the ones where he was with MMDS.). I tried vanilla out for the PS3 and I liked it, then kind of forgot about the game due to schoolwork. Then I remembered this game and got Encore and managed to get all of the DLC characters for free. Initially I was reluctant to buy the game on Steam due to not having very much faith in my PC, but decided to purchase it anyway along with all of the DLC available on Steam. And it ran surprisingly well.

For the most part, I am not an ultra competitive player; I have never been in any locals or online tournaments on the account of being terrible and not getting a suitable controller in the former case. The only online event I attended so far is Skullgirls: Get GR8 on the Intermediate bracket.

Controller
I use a Dualshock 3 controller to play Skullgirls, although I'm thinking of going to Dualshock 4. I'm kind of weird in that I use the analog stick for a lot of my movement with the exception of doing :F::F: kind of movements using the D-Pad. I also set L1 to :HP: , R1 to :HK:, and the Shoulder buttons to assist Macros. And although I have once contemplated getting a fightstick, I ultimately decided not to get one as I was too used to the Playstation controller (been using it since the PS1) and the costs are too much for me at the moment (And the fact that I didn't grow up in the arcades.).

Areas of Improvement
  • As the title implies, I airdash like there's no tomorrow. This makes me painfully predictable, so I'm looking to break that habit and look for other ways to approach.
  • I'm a little too aggressive and predictable in neutral. This problem was especially apparent during my early days of playing on Steam.
  • I'm looking to learn counter-hit combos with my characters, as well as more burst bait setups (specifically with Ms. Fortune and Cerebella) and varied combos for all 3 characters.
  • I need to know what generally is the best time to call Updo assist. I almost never use this assist in neutral. I think it's best to use it in close range when you know you can block an attack the opponent will throw at you or if they're jump happy.
  • Learning more resets. You can never learn too many resets.
  • I need to work on my headless Fortune. Both neutral and combos.
  • Doing Tumbling Run conversions (specifically s.HP xx Pummel Horse and s.HP xx Runstop into s.LP) consistently for Cerebella seems nice.
  • As Filia, executing the s.HP, airdash into j.LP reset so that I am able to cross under or do a high-low-throw also seems nice.
 
You should try and find some good footage of you playing and post it here.

Having a thread to group your ideas and thoughts is great, but so far there's no questions or anything someone else can help you with if that's what you are looking for.
 
OK so here are all of my sets of Get GR8. I may be considering posting analyses on each of my sets, but I just don't have the time right now.
 
I use a Dualshock 3 controller to play Skullgirls, although I'm thinking of going to Dualshock 4. I'm kind of weird in that I use the analog stick
Hi, I use a DS3 and the analog~
From my experience I recommend maybe sticking with DS3? I usually use DS4 without 3rd party drivers(?) and the analog drops diagonals a lot and makes it hard to play properly. My experience was the same with 3rd party drivers the last time I played but it's probably gotten better since the last time I've tried it was months ago.
 
Fortune

- Fortune is by far your weakest; when I fought you a few weeks back I was not afraid of your Fortune in the slightest. For one, you push a lot of buttons while in the air but you don't seem to hit much. You're extremely vulnerable to anything that's invincible.
- Work on your Fortune combos, you seem to drop them a lot.
- I never saw you use Fiber Upper; maybe I missed it, but this move covers a lot of screen and can really clobber someone out of a sloppy assault.
- Be careful with Fortune's head; in one of the Dethklok fights, Fortune's head came flying off and Dethklok just got free damage off of the head.


Filia

- Your Filia seems very solid, I certainly had trouble with it a few weeks back. Watching some of the replay footage, I'd encourage you to be careful with predictable approaches; you approach with jumping highs a lot. I realize this is pretty much Filia's neutral game in a nut shell, but your opponent can use these predictable approaches to his advantages if he catches on.


Eliza

- Work on your combos with Eliza, it seemed as though you couldn't remember what you were doing with her. I encourage you to learn the boat slide bnb, as it demonstrates every facet of the character.
- Work on your neutral with Eliza. She's a very powerful character but I have found her neutral can be difficult to grasp owing to her slow moves. Be prudent with j.mk kick because it's made entirely out of hurtboxium and largely never trades with other attacks. It's a powerful poke but can leave you exposed.
- Be _very_ careful if you do this, but if your opponent is making ultra predictable attacks or is devolving into pattern play, you can blast your opponent for a free hit confirm and full combo with Sekhmet's Signature Attack. Be 100% positive you're going to hit because Sekhmet is completely punishable with a snapout.


General

- Never push buttons against Big Band. In some of the Dethklok fights with Big Band, all he had to do was hit Beat Extend _once_ and the fight would have been over. When fighting Big Band, the best method of fighting him is with Bait and Punish. Make Big Band do the work. Keep you distance. One badly timed Brass Knuckles and Big Band dies.
- There were several moments where you decided to go after a poorly timed assist. This in of itself is not a bad idea, but in one of the fights it seemed as though Dethklok took advantage of this. It's good to punish bad assist calls but going full tilt on it can leave you exposed.


Hope this helps, hopefully we'll fight again sometime.
 
Here's my Get GR8 matches for 5/7:


Sorry for not posting this sooner. I was busy with college work. Now that I posted the set, time to go over my thoughts on each game.

Game 1

This was the game where pretty much everything went right for me. When I got my first confirm I attempted to do a cross-under reset, but I botched it and still got the hit anyway. I figured that since Sunset plays Fortune, she would know that I would go for a cross-under and would proceed to block the other way. Either way, I got the confirm and then proceeded to drop the second j.HP input, but it's okay because I got Parasoul in the corner. When I got another grab confirm I forgot the second j.HP triggers IPS, and proceeded to block the incoming Fiber Upper. And from there, I just kept the pressure going. I was caught off guard by the wake-up Squigly level 3, but shortly after that I maintained pressure and proceeded to win the game. After viewing the VOD, I noticed that I went for the same burst bait twice despite Sunset not falling for it the first time. I am thinking about using a different burst bait as Fortune where after the second air chain, you just jump back j.LK. That way even if the opponent doesn't fall for it, you still have the air advantage as well as a second jump and an air-dash.

Game 2

This was a similar story to Game 1, only this time I caught both characters in a combo. But then I dropped the combo and potentially a double snap because I'm terrible. Regardless, I managed to knock out Parasoul with all of my characters on full health. I also noticed that in this game as well as in Game 3, my IAD j.LK approach as Filia kept whiffing on Squigly at the worst times. I also kept dropping my hit confirms on Squigly in the latter half of Game 2. With this in mind, as Filia I should probably approach with j.LP instead of j.LK when facing Squigly as j.LP has a larger hitbox. Yeah disregard that statement. IAD j.LK whiffs when Squigly does c.LK and IAD j.LP doesn't work either.

Bonus Game

I lost. Horribly.

Perhaps the biggest reason for this was because I was carelessly rushing in and got hit by Updo at the beginning. I also got caught by c.HP which got me upset. I attempted to go for a reversal Feral Edge hoping double would go for an airthrow, but that didn't work out. I also didn't get punished for it, so it wasn't completely terrible. When Josh went for the reversal car, I thought I was safe, but it turned out I wasn't. After seeing Double constantly doing up-back j.HK, I noticed that Avery disappears a bit above the ground once another j.HK starts. I'm personally wondering if Fortune can dash under that gap.

Game 3

This one was more even than the first two games. I noticed in the VOD when Parasoul was attempting to go for the burst bait, I slightly delayed my burst. This allowed me to escape the burst bait and I later got Parasoul in the corner, turning the match around. When Squigly came in she managed to hit both my point character and the assist, securing the double snap. Fortunately, the double snap combo was dropped. Unfortunately, after I confirmed with Bella, I kept dropping the c.MK , j.MP , j.HK restand. That mistake caused me to lose Bella. At that point after I took down Squigly, I got hit by CH s.LP and lost Fortune. Filia then came in and proceeded to win the game.

Overall I enjoyed last week's Get GR8. Notable areas of improvement for me are that I need to work on not dropping my combos as Fortune and Bella as well as working on Gregor conversions and occasionally approach with IAD j.LP as Filia. I also need to vary up my approach game.
 
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So going back to Fortune, I seem to struggle a lot when I fight headless. What should I start out with when learning headless Fortune? I'm pretty comfortable when it comes to doing combos, but I seem to have no idea what to do in neutral.

Also, here's the VOD of yesterday's Get GR8 so you guys can watch me get bodied for three straight games. I was having an awful day that time.

 
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So I got some bad news: my controller's left analog stick is starting to become unresponsive. I know this because I recently went to training mode holding the left analog stick forward. My character would sometimes just stand there or forward dash. It also has a habit of inputting up when I don't want it to, so that if I just want to move forward or do a crouching move my character would just randomly jump/superjump (These problems were apparent at the end of my second game against JP.). I could switch movement inputs to the d-pad, but it shares the random-up-input problem that my analog does. I experienced these problems before, but they would just come and go at random times.

So to make a long story short, I may need to get a new controller.
 
I'm gonna post this as fast as possible since I have finals soon:

In one of my Get GR8 matches against Mega Missingno I noticed Josh remark on how I was using the old Filia corner combo. At first I didn't really care, but now I went to look for the updated Corner Combo, and here it is.


Once I get back from finals, I'm gonna learn this combo. Although starting off I'll replace c.MP with c.LK for consistency (Even with c.LK I found that it still does better damage than the old BnB corner combo.).
 
As of right now, I'm practicing some Parasoul. I feel that since Parasoul is my least favorite matchup as a Filia player, I should get around learning her in order to know how to better deal with her. I'm currently rocking a duo with Parasoul (L Shot) and Filia (H Updo). I can't get matches recorded, so I'll just bring her to Get GR8 this Saturday.
 
Since I'm currently in the middle of Summer classes, I won't be playing as much Skullgirls as I hoped. Anyway here are my Get GR8 matches from 6/4. Shoutouts to Joshb for channeling his inner Crank and forgetting to remove the overlay for the first match.
Please note that I dropped a fuckton of combos and missed out on a lot of confirms in this. Speaking of confirms, how do you confirm off of Gregor as Filia? I can never seem to land a full combo after Gregor. Also I was told by fenster that once you DHC into Gregor after a full undizzy combo, you can potentially set up a Filia mixup. Does anyone know what that setup is?
 
I don't know much about Filia, but I think it's adc j.lp.
 
You could probably do ground button, kara HK, psych for a burst bait.
I know that vs lights with gregor you can confirm with walk forward MK, HP but I'm not sure vs other weights.
 
Been a while since I last updated.

So recently I decided to change the controller I use. I went from a standard DS3 to a Rock Candy DS3. Shoutouts to LightningSaberFlash for recommending this to me.

https://www.amazon.com/Rock-Candy-P...022&sr=8-1&keywords=rock+candy+ps3+controller

The main reason for this change was because the Rock Candy can connect to a PS4 while the regular DS3 can't, which is useful if I get a chance to go to offline events. Plus it's super cheap at about $16 (This total includes tax.). So for the next few weeks when I get to play Skullgirls I'm going to have to get used to this new layout and analog stick.

Also, what are some effective Fortune resets vs mid & heavyweights? The resets I usually go for (L Fiber Upper > j.MP, j.MK fastfall cross-under and L Fiber Upper > j.LK, j.MK fastfall airthrow) always seem to not work against any character that isn't lightweight.

As a matter of fact since I want to broaden my Fortune knowledge, what are some good universal resets as Fortune?
 
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Also, what are some effective Fortune resets vs mid & heavyweights? The resets I usually go for (L Fiber Upper > j.MP, j.MK fastfall cross-under and L Fiber Upper > j.LK, j.MK fastfall airthrow) always seem to not work against any character that isn't lightweight.

As a matter of fact since I want to broaden my Fortune knowledge, what are some good universal resets as Fortune?
I think L Fiber > j.LK j.MK (1 hit) j.HP is universal. If not, I mean the characters you can't cross under you can still go high/low against. It's still a good reset there since they recover in the air. I think just raw L Fiber Upper > delayed air grab or delayed j.HP is a 50/50 that works on everyone. Lazy Diablos's reset of restand IAD crossup j.LP xx El Gato works on everyone although it's harder on the characters with small crouching hurtboxes. Finally you can burst bait with L Fiber > j.MP j.HK > OTG c.LK if you've used a c.LK somewhere else in the combo, I am pretty sure that is universal.
 
Lazy Diablos's reset of restand IAD crossup j.LP xx El Gato works on everyone
doesn't work on crouching peacock, filia, val and double iirc
 
doesn't work on crouching peacock, filia, val and double iirc
Hmmmm pretty sure I tested it on all crouchers and got it to work on everyone. But I might have done the j.LP late after Fortune started falling. idk I don't play this character
 
As a matter of fact since I want to broaden my Fortune knowledge, what are some good universal resets as Fortune?
Here's a few resets for Ms Fortune:
(notes and notation in the video's description).
The reset that I like to use is L Fiber, j.LP, j.LK, j.MP. This allows you to crossunder vs everyone apart from heavies and Beowulf. You can't get an airthrow vs mid-weights though but you can vs lights as well as a burst bait vs everyone with jump back j.LK.

For heavies;
L Fiber, j.LP, j.MP, ADC, j.LP, j.MP allows for a crossunder vs Double (not Big Band)
cr.HP, j.MP, j.MK, ADC, j.LP, j.MP allows for a crossunder vs Double (not Big Band)
cr.HP, L Fiber, j.LP, j.MP allows for a crossunder vs everyone (even Big Band!)
 
Hmmmm pretty sure I tested it on all crouchers and got it to work on everyone. But I might have done the j.LP late after Fortune started falling. idk I don't play this character
Those are the characters that iad j.lp doesn't work on, testing for the crossup it works on peacock sometimes, but depends on what frame of her crouching animation it hits in. It also hits filia sometimes but I don't know why, maybe positioning when you cancel the dash into j.lp? it's more inconsistent than on peacock tho

One thing about it that it works on everyone standing, and the delay you have to do can make it so that the opponent reacts and blocks high so it would work.
 
Here's a few resets for Ms Fortune:
(notes and notation in the video's description).
The reset that I like to use is L Fiber, j.LP, j.LK, j.MP. This allows you to crossunder vs everyone apart from heavies and Beowulf. You can't get an airthrow vs mid-weights though but you can vs lights as well as a burst bait vs everyone with jump back j.LK.

For heavies;
L Fiber, j.LP, j.MP, ADC, j.LP, j.MP allows for a crossunder vs Double (not Big Band)
cr.HP, j.MP, j.MK, ADC, j.LP, j.MP allows for a crossunder vs Double (not Big Band)
cr.HP, L Fiber, j.LP, j.MP allows for a crossunder vs everyone (even Big Band!)

I'll try these resets in the lab later, since right now I'm on campus.

I got another question regarding transitioning into Headless Fortune. Say I got my opponent in a corner combo as Head on Fortune and I want to go into Headless to apply more pressure. After I pass Stage 3, I do c.MP, s.MK, s.HK > L Fiber into say j.LP/j.LK, j.MK > Cat Spike and then OTG c.LK Decap Attack. Sometimes the OTG lands and sometimes it doesn't and the opponent falls out of the combo. Out of the normals j.LP, j.LK, and j.MP, which air chain into j.MK > Cat Spike should I use so that the OTG consistently connects?

Edit: Forgot to ask this. What's the timing on the crossup j.HK+Cerecopter incoming mixup?
 
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Are you talking about the opponent falling out during the air chain or teching before you combo? I'd say a slightly delayed j.lk into j.mk is the most universal option. j.mp into j.mk can whiff on some characters. You can also go to headless through c.hp and j.hp.
 
Right now, I'm looking to learn Double some more since I only use her on occasion and I stopped using her regularly for about 6 months. I'm aware of some of her combos, but I'm looking to learn her approach tools + resets more in-depth.

Also, I'm developing a problem where in my mind I'm downbacking, but it turns out I'm actually not holding downback on the analog stick causing me to get hit low a lot. So yeah, gotta work on that.
 
Between having to cut time due to Summer semester, building my first custom PC, and planning on going to XenoEncore2 and DTN, it's been a looooong while since I've last posted.


I've been making subtle improvements in my game plan lately, but one thing that really bothers me is occasionally dropping my midscreen Filia combo against Double and Beowulf. This is my midscreen starter, taken straight from the Filia Compendium:

c.lk s.mk s.hp
j.hk adc j.lk j.hp j.hk

The compendium states that you need to be at the exact same height as the opponent on the second chain or else the 2nd j.hk will whiff, but I have no idea what I specifically have to do in order for the 2nd j.hk to not whiff. I've been told by Josh that it's a slightly different timing, but how different is it? I'd like to know since then I'll almost never drop my midscreen combo against Double and Beowulf.
 
idk about slight delay, in my experience you have to do everything as early as possible after launcher on beo, for that combo they need to be at the same height as you when j.hp connects or you will whiff so I do j.hk right after launching and airdash asap. I do agree tho that on double its inconsistent as fuck, don't go for this combo on her.
 
I'm currently deciding to learn Peacock more in order to better understand how to beat her. So far I've gotten some feel of her specials and strings and basic combos, but I'm looking to learn her resets and zoning patterns/neutral. I'm also looking to know where she "best" fits on a team. I'm currently deciding either Double(M Bomber)/Peacock(L George)/Filia(H Updo) or Peacock/Filia/Double (same assists). Thinking about it, I'm leaning towards the former in terms of team composition.
 
I'm currently deciding to learn Peacock more in order to better understand how to beat her. So far I've gotten some feel of her specials and strings and basic combos, but I'm looking to learn her resets and zoning patterns/neutral. I'm also looking to know where she "best" fits on a team. I'm currently deciding either Double(M Bomber)/Peacock(L George)/Filia(H Updo) or Peacock/Filia/Double (same assists). Thinking about it, I'm leaning towards the former in terms of team composition.
Between those two I would recommend the second one, Peacock/Filia/Double. I actually ran the team in that order in SDE and it's pretty good if you like playing Filia (which I don't, so I switched teams). Having Argus DHC to Gregor means any hit confirm into Argus, no matter how weird, can always lead into a full combo into Filia nonsense. I guess Double/Peacock/Filia could work, but the issues with that team are Filia is kind of a weak anchor and you don't have a safe DHC after Double dies (and you're unlikely to build to 2 bars before Double dies so the fact that you have a safe DHC from Double to Peacock probably won't come up often, speaking from experience since I used to run Double/Peacock/Big Band). Also, if the goal here is to learn Peacock, wouldn't it make sense to run her on point so that she'll always have to play at least part of the game?

I would also recommend H Bomber over M Bomber. I've tried M Bomber for Peacock before and it just doesn't do enough for her. M Bomber works best when you want to approach, which Peacock rarely does. If you're worried about H Bomber being useless for Filia, you should try to find some of Duckator's recent games; he switched to H Bomber assist relatively recently and he gets mileage out of it with Filia.
 
Just got back from XenoEncore. For being my first local, I didn't do too bad. I also met a lot of cool people and saw a lot of great matches.

Now that I got a feel of Peacock's zoning pattern and performed both her midscreen and corner bnbs, I'm wondering what sort of good resets Peacock has.
 
Now that I got a feel of Peacock's zoning pattern and performed both her midscreen and corner bnbs, I'm wondering what sort of good resets Peacock has.
The best one she has IMHO is charging an item mid combo and dropping it either to the left or right of the opponent while they're in the air. The advantages here is that by resetting the opponent in the air you remove a lot of their defensive options, including air super because you can block while you're doing the mixup. The combo starting from a level 2 item drop also does a lot of damage and you can loop the reset back into itself. This is difficult and arguably impractical to set up without an assist, but with the right assist you can do it pretty easily. I THINK it works with Updo but I need to check. It definitely does not work with Hornet Bomber unfortunately.

Without an assist... I'm actually not really sure, all my resets use assists. I would check TJ's matches from Combo Breaker to get an idea of good Peacock mixups, I think he has the best ones. (I need to do this too.)
 
Right now I'm starting to have a character crisis. I feel as though my team (Fortune/Filia/Bella) isn't as strong as I initially thought. I'm wondering whether I should build around what the community established to be one of the best (Fortune) or build around my strongest character (Filia) in order to make my team stronger. Or just leave the team as it is.
 
Have you identified what about your team you have a problem with? For instance, I had a similar dilemma with my first team (Val/Bella/Double) where I felt that it was too weak on defense, so I swapped Bella for Filia (and, so that I could keep playing Bella, made a sub team with Fortune and her). If you can figure out why you aren't so keen on your current team then you can decide what sort of team you want or whether you should just stick with your team.
 
A problem with my team is that while Updo assist helps cover vertical space, Cerecopter assist doesn't help cover horizontal space. So I'm thinking about swapping in a character that has an assist with good horizontal coverage while also helping with Fortune and Filia's pressure.
 
Well Bella does also have H LnL which is a pretty great horizontal assist, that would mean that you lose cerecopter's lockdown but H LnL has its own advantages (for getting in and pressure once you're in). If you still want a lockdown assist then you could change Filia's assist to H Hairball since Fortune doesn't really need a DP assist thanks to Fiber and I'm guessing that you have H Fiber as Fortune's assist.

If you want to change out Bella for a character with an assist that provides good lockdown + horizontal coverage then there's M Bomber, Drag 'n Bite, Butcher's Blade, H Beam and H Drill. Out of those, Double, Eliza and Fukua are all decent anchors and Double and Fukua would provide Filia with a safe DHC.
 
Right now I'm starting to have a character crisis. I feel as though my team (Fortune/Filia/Bella) isn't as strong as I initially thought. I'm wondering whether I should build around what the community established to be one of the best (Fortune) or build around my strongest character (Filia) in order to make my team stronger. Or just leave the team as it is.
I think you gotta play the team that's best for YOU, not necessarily the team that's the best on paper. I mean I'm one of the people saying Fortune is the best character in the game, but I'm not playing her myself, and it's certainly not because I have "honor" or any nonsense like that.
 
I'm stuck in a rut.

For all the time I've played Fortune on point, I feel as though my neutral isn't getting better with her. Most of the time when I play, Fortune just dies and I feel as if I've accomplished nothing with her. So I'm looking to polish my neutral as Fortune and as Eliza.

Also, I would like to post my own match footage, but I don't know which recording software I should use.
 
use OBS for recording your matches. as for neutral with fortune, focus on spacing with c.lk on the ground and getting above them and hitting them with j.lk
 
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So I have something to share right now.

Whenever I play, I run into a blocking problem. I would often get hit low when blocking even though I know the opponent is going low. It turns out this is mostly due to using the analog stick. Because I use the analog stick, I can't truly tell whether I'm downbacking or not. As a result I'm going to transition to using D-Pad full time. However I ran into an issue when using the D-Pad and realized why I didn't use it before. My thumb tends to get worn out when using the D-Pad for fighting games much more than using the analog stick. I'm wondering what I can do to remedy this issue.
 
You're on a PS3 pad?
If it's the thumb joint, that could be serious. Don't want to get an injury. I've had that happen with my right thumb from work (needed to take more breaks).

If it's the pad of your thumb, maybe you'll build up a callous over time like me.
Forgot how long that takes. I've been using the D-Pad for many years. Yeah, lack of precision on analogue stick would drive me nuts. Hang in there.
 
So it's been a while since I last posted.

Currently, I've taken an interest in learning Valentine. So far I have her combos down for the most part, but the problem I have with Val is that I don't know any good resets for her and I don't particularly know which resets I should start using. I want to know what are some notable resets (the ones where you get multiple options.) she can do.