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Air superiority- How to deal with altitude and priority

LN-Omega

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LN-Omega
Peacock Cerebella
Hey it's me again with my generic gameplay questions to work on weak spots and try and improve as a player. So air superiority!

What does it revolve around? Good hitboxes and fast pokes, of course, and in this game altitude. Now I happen to lose a lot of trades in my neutral game to opponents who master the air whereas my gameplay revolves around grounding them (I play Peacock/Cerebella after all...). So my questions are (in a very generic way, counselling with other characters can lead to better insight):

-How to deal properly with opponents who are above you in the air? (Think Valentine, Parasoul, Squiggly)

-How to land properly? (I get back poked a lot upon landing OR EVEN THROWN)

-How to punish someone who's landing? (Pokes, lows or throws I figure, but if you have better ideas)

-General philosophy in the air? (Offensive, defensive? Go at them or let them come?)

I started double-jumping a lot more (good thing really, about time I started doing that) and using j.mp (Peacock and Cerebella both, need practice with Cerebella though) and j.hp. I air-throw less unless I read jumps or feel cocky. But still. My air game is lacking, so whatever insight you can lend me about this topic is welcome.

Cheers!
 
In sg the air priority definitely revolves around those 2 things you mentioned (hitboxes and speed) but you left out 2 very important things... 1 in general and 2 because sg makes huge use of it:


1. Range of pokes. (This is a no brainer so i wont go into it)
2. Hurtboxes (not to be confused with hitboxes) in sg many characters normals have receded hurtboxes which increase that particular moves priority (called disjointed hitboxes in the sg world). Probably the biggest of all is parasouls j.hp hurtbox. Go into training mode and look at the hitboxes for your characters attacks. Peacocks j.hp being a big disjointed attack, for peacock, and bellas j.mp being a big disjointed attack for bella. Now to answer your qurstions-

-----------------

1. Airthrow them, or grab a move like updo/pillar as an assist.
Other than that this is a character by character situational counter. Peacock can teleport as an an example, but bella cant, but bella can diamond dynamo and peacock cant.... Etc etc.

2. Cover your jump with an assist... Meaning have an assist that goes active just before you land. I call this particular pattern a bridge since you are kinda landing on and walking on your assist and using it to get you somewhere else. As far as not using that though... You just have to make sure you are good and have spaced correctly. What you talk about happens to the best of players so there is no one off solution that will keep this from happening except for being good will decrease its chances.

Case in point, duckator jumped over taluda in one of their matches and duck didnt mean to and so he crossed himself up upon landing and taluda just hit him as he landed into a full combo. It happens to everyone, the point is to make it happen less and making it happen less is done by exercising good judgement and making good reads.

3. Every way you listed there is a good way to punish someone for landing. You can also make them land into your lockdown assist if you have one, and pressure them from there.

4. This is dependent on the matchup and the players. Matchup wise, peacock spamming j.hk can give major problems to painwheel as an example, but does not much in the peacock mirror.

A general air strat though is to empty jump forward or backward and call your invincible assist when you think the opponent will try and hit you. Its very good and rather hard to stop as long as you space your jump correct. The way to beat it is to airthrow the opponent before the invincible assist makes contact, or to cross the opponent up. Crossing the opponent up is usually the opponent making a mistake and inadvertently crossing themselves up, though.

And thats that.


Mostly its a sort of learned common sense though. You will generally learn all of these things as you play the game.
 
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Normally my bella isn't that great but you can get really far just waiting for people to jump at you and spamming exellabella(that will shut down a lot of jump in attempts if you feel like you can't deal with air to air situations)

also you'll be a lot better off if you use george at the airshow as an assist