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Improvement Through Blunt Trauma

Yallus

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So I'm starting from scratch. No fighting game experience, no idea what I'm doing. Time to change that.

I've also decided to list the people who have helped me improve in one way or another. Here's the current list:

- IsaVulpes, for basically being a moving, BB-using training dummy, and getting me started on some good advice.
- Worldjem, for writing the guide on defense.
- KhaosMuffins, for making the Fortune video, because a) I want to play Fortune at some point, and b) Because he describes each normal and what makes them good or bad, something I think I should try to discover with whoever I end up playing as my first "main".
- Skarmand, for giving me a lot of advice and showing me some tricks.
- Anyone who has played a set with me, long or short. Every game matters.

After playing some games with Vulpes, who gave me tons of entry-level advice, I at least have an idea as to what I should work on.

1. NOT PANICKING.
2. Not screwing up inputs for simple attacks (see #1)
3. Blocking and pushblocking. I still can't tell when a combo ends, and even if I notice the spark, I don't react in time, or I just hold block in a wrong direction.
4. A combo that I can do from a decent range, or one whose first hits have some good priority or whatever.
 
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Basic tip: trust the basic LMH string: if it ends launching, jump and do it again. When you can't do it again, use a special and a super.

Not that effective, but easy enough
 
Alright, so after a good bunch of beginner lobby games, and just as many games with Vulpes, my pushblocking has improved. I'm also a bit better with porting out to safety as Peacock, but it doesn't help when I panic and mash it, trying just to escape the corner. I need to use Bang Bang Bang less, because it usually ends with me eating a Brass or a Hairball or whatever. Instead, I should focus more on SoIDs, especially the medium one.

I still don't have a decent combo for Peacock. I did the LMH thing once, but I usually either try not to be close to the opponent, or punish with throw into Argus. I will have to check out the Peacock Combo thread and find something I could use as my primary punish option.
 
Okay, I was told a combo I could use that allows me to get away from the opponent after executing it. The combo goes c.LK, s.MP, s.MK, j.LK, j.MP, j.HK. Reasonably easy to execute, so I think I'll stick with it for the time being, until I get more comfortable with the basics. I can also do an airthrow afterwards, then a j.LK, then do the entire combo again.

The cooldown between SoIDs is something I'll have to get used to, because I spend an embarrassing amount of time trying to execute another one, leaving myself open.
 
May I ask what is SolDs?
 
Oh shit, I played the game far too long to not know that. I'm sorry, I don't main Peacock - embarrassed-
 
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Quick update:

- I've learned that I can throw the second part of Argus, by porting behind the enemy Peacock after blocking the laser. Should keep this in mind, especially when I have Goodfellas available.

- I shouldn't be afraid to just reuse all my projectiles after they explode into another Peacock's items. This is what usually lets them get free hits in.
 
Stop with the throw punishes. You can get full combos outta the Hk.Teleport behind Argus :P

Beware though, if the opponent is running a team they can DHC out of the Argus and punish you for teleporting.
 
A simple semi intermediate ground string if you want to try it is:
s.LP, s.MP, c.HP, s.HK, SoiD[H], Dash, s.LP, s.MP, c.HP, Bang![M], Argus.

Also a simple mixup after throws if you use them a lot:
- Cancel into LK George after the throw
- George will walk on top of them as they get up
- Teleport HK to get behind them as they get up to make them have to block in the other direction
- Teleport MK to teleport in front of them as a fake out if they get used to blocking the HK version
- Go into that ground string if you hit them but start with c.LK
 
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By "Start with c.LK", you mean I should replace S.LP with it, or just do it before the entire string, which would go c.LK, s.LP,...?

I'll hit the training room for the string, of course I'll try it.
 
c.LK instead of s.LP, if you start with a bomb cross up you might not get to use s.LP twice because of IPS. c.LK can't cancel into s.LP anyways, works the other way around though.
 
Oh. My bad, completely forgot about that.
 
I play Peacock sorta well so feel free to add me on steam if you want some help: "Skarmand"
 
Back in action, after a relatively lengthy break. Decided to rock Peacock/Fukua, and I'm currently practicing the following things:

- Everything in worldjem's defense guide, especially Absolute Guard and PBGC
- Fukua combos. I have a 7514 damage midscreen combo without shadows (it's a modified version of the first Fukua combo from the BnB Compendium thread), and I'm working on the shadow combo from the same thread.
- A zoning pattern for Peacock
- Everything I wrote down that Skarmand told me, except Argus chaining (I'll start working on that if y'all think it's a good idea)
- Calling assists and doing things around that (hiding behind them, porting after calling them, maybe extending combos with them in the future, but I currently use Air George and HDart)

Any tips are appreciated. I'm also looking for advice on whether I should pick Parasoul or Bella for the third slot (I like both characters, Parasoul maybe a bit more).
 
So after a short set (16 lost games), I was given advice, which consisted of two main ideas:

1. More AG/PBGC practice. Loads more.
2. I have to use SoIDs more. Especially the MP one.

I forgot to use it against Painwheel because I started panicking after a couple of failed (push)blocks that lead into some deeps to my face. Also, I should remember to abuse Peacock's Air George assist whenever I think it's safe. I don't spend a lot of time practicing assist usage yet, so I'm not used to calling them often. I need more actual games, not just lab time.
 
1. More AG/PBGC practice. Loads more.
Focus more on AG than PBGC.
A lot of times you'll get hit trying to PBGC a new string that you haven't practiced before even if it's really simple.
If you just blocked and called assist you would have been fine though.
AG is really good for dealing with assist pressure.

Assists are always static and preform the same action once they're called, so practice getting a fast AG off the first hit to eliminate all the dynamic mix up that comes during the assist or after it hits etc.

AG L Hornet + Parasoul mix up chains second = Easy blocks.
Also AG + Assist call pretty much forces them to back off or get counter hit.
2. I have to use SoIDs more. Especially the MP one.
Any time you feel they're getting too close for comfort your main goal is getting MP SoiD up before any thing else.
HK George, LK George, MP SoiD [Hold MP] then start doing things.
From there you either go in using MP SoiD to scare them into blocking, or they punch out a reversal so do an super jump forward while blocking until they stop.
Go for more tricky mix up while they're scared to hit buttons if you want.

Also once MP SoiD is charging just use two bombs + release SoiD + maybe call assist to gain your ground back and transition into doing Peacock things.

Also, I should remember to abuse Peacock's Air George assist whenever I think it's safe. I don't spend a lot of time practicing assist usage yet, so I'm not used to calling them often.
Another assist you can try is L George.
Back dash > Call L George > Dash forward and just fight nearby.
It really limits their options and playing footsies around it is really troublesome.
A lot of characters can't even jump in against you while the bomb is at your feet because it will be
Jump in > Hit you > Get hit by Bomb > You recover > Pick up on Bomb Hit
[The hitstun is longer than you think!]

It's also really cool oki for incomming set ups
Once the character is dead in the corner, back up, call L George, dash forward, then if you make a mistake and get hit the bomb is walking over to save you anyways.
I need more actual games, not just lab time.
[ 'I want to improve' | 6-9PM PST | 1/2 Slots | No Private Slots | 1 Hour A Day ]
Play sets with people who drop by until you can learn why you're losing and start getting more hits in each round. If you can't figure it out consider recording them and putting the sets up here.
If you're stomping just play to 5 and move on.
If you're REALLY stomping and not learning anything LK while hovering over them in the lobby for a kick.
 
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Played about 13 games with another beginner, won 10. What I noticed is that most of the time, if he managed to get in, it means I went for HP Bangx3 when I had no real reason to. Used MP SoID a bit more here, because that's what I focused on. That, and pushblocking Valentine away as much as possible, and using Fukua's M Clone assist to give me space to charge up MP SoID, and throw a bomb.

I practiced AG by recording a Cerebella coming in with Cerecopter assist while Parasoul does the pistol whip overhead. I'm not sure if that's a good method, but I can switch blocking type really quickly in that scenario. It doesn't work out as well when I'm trying to do other things and I'm unsure as to what's about to hit me.

What's a good way to decide which bomb to use as an assist? Is it match-up dependent? I usually default to Air George because I like having something for air control, but I'm not picky. I'll try out whatever is suggested. I'll see how the LK George works with those dashes, for sure.
 
I practiced AG by recording a Cerebella coming in with Cerecopter assist while Parasoul does the pistol whip overhead. I'm not sure if that's a good method.
Pick Parasoul + Hornet Bomber L for the enemy team (Or any lockdown assist I guess)

Record [Slot 1]
- Call assist
- Assist hits
- A few frames after the assist hits make Parasouls c.LK hit

Start > Training Options > Recording Number > Switch it from 1 to 2

Record [Slot 2]
- Call assist
- Assist hits
- A few frames after the assist hits make Parasouls f.LP / 6LP hit

Start > Training Options > Recording Number > Switch it from 2 to 'Random'

Now play back the recording with yourself in the corner or something.
Start low, pushblock, switch to high.
Parasoul will pick between 2LK [Low] or 6LP[High]

You'll block both the high and the low each time if you AG right.
Turn on hitboxes and your characters hitboxes should turn purple/pink ish.

Get used to how it looks, how it sounds, how you input it, etc.
Just get a feel for proper AG from each common assist.
[LnLH, Brass, Beat Extend, Drillationship, Hornet, Copter, French Twist, Drag N Bite...]

What's a good way to decide which bomb to use as an assist? Is it match-up dependent?
Preference.
I use LK George for every match up.
 
This is the wrong choice in like 99% of cases. I would just not do it at all before I understood the character sufficiently to know when those 1% apply.
I usually regret it right after I see it coming out. I also sometimes do HP when I want Air George and it comes out, and then, like a complete idiot, I autopilot the other two bullets.
 
New problem to solve: dropped inputs during my zoning pattern.

After some Peacock mirror games against Muro, it's obvious that I lose projectile momentum too easily. I either drop something, or do a really stupid move (see the HPBang stuff I wrote earlier), and he crushes me. I have to be more reliable with simple execution, which includes keeping a cooler head. I will add spam to my Training Mode to-do list.
 
Another set with Muro, new notes:

- Don't drool over possible throws after getting access to Roflstomp (Level 3)
- Stop dropping ports. Eating the second part of Argus after blocking the first one is just embarassing.
- Notice how Muro instantly drops two bombs whenever he gets a safe backdash, after you miss a thing. Either stop missing things, or find a way to hold your ground when it comes to projectile momentum.
- For shit's sake, get some Peacock strings down. Almost every whiffed c.HK led into massive deeps in your facemeats.
 
- Don't drool over possible throws after getting access to Roflstomp (Level 3)
Level 3 is really just the same as teabagging but for damage.
3 Argus is much better, or Argus xx Level 3.

What you can do though is bait :UB: by doing something like,
Ex In Corner:

5LP 5MP 2HP 5HK
Delay
LK George
Wait​

This leaves them suspended above the ground about to fall on you sitting there doing nothing, and they're like
"UH OH TIME TO UPBACK THE THROW I HATE LEVEL 3"

Then you jump + throw or 2HP/2MK (Lows).
That's about all I use it for lol.
- For shit's sake, get some Peacock strings down. Almost every whiffed c.HK led into massive deeps in your facemeats.
Just L George into HK or MK George every time.


Strings to help you if you want more:
Safe Blockstrings and resets [Link]
Keeping pressure through Pushblocks [Link]

Also a few things you might find useful if you don't know them already:

- JLP JLK JHP, ADC, JLP JMP, Land, [5MP or 2LK] 5MK is a great air to air conversion. [Link]

- Midscreen throw Oki Mixups [Link]

Sorry for clogging the place let me know if any of this is helpful.
 
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Everything is helpful.

EDIT: Like this combo Peck gave me:
s.LP, s.MP, s.MK
j.MP, j.HP, airdash, j.LP, j.MP
s.MP, s.HK, HP SoID, dash
s.LP, s.MP, c.HP, MBang, Argus

Another one he gave me, for when I want to reset people, is (I think):
s.LP, s.LP, s.MK
j.MP, j.HK, rejump
j.HP, airdash, j.LK, j.MP, rejump
j.LP, j.LK, j.MP
s.LP, s.LP, s.MP, c.HP, MBang, Argus

One thing to note is that ending with MBang into Argus is better than lasering out of HBangx3, because overall it does more damage. When I'm in range, I guess I should try to use MBang.
 
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I can give you bajillion resets from that string Mr.Peck gave you.

Also a few things:
- After JMP restand you can do 2LK to make the link into your ground chain easier if you are dropping the 5MP

- The earlier air JLP conversion string I gave you works great with for transitioning into that combo.

- MPBang does better damage than HPBangx3 because of the angle it knocks the enemy at (Makes them get hit by more Argus bullets)

- After you restand in that string, try landing right into 2HP 5HL. The 2HP adds good damage and isn't fully scaled yet.

- Ignore that second combo for now your first combo has tons of ways to reset people I'll go into detail later, but the first combo is really simple and reliable.

- On the first restand string, you can do 2HP 5HK [H Shadow] xx Argus Agony xx ]H Shadow[ xx Argus Agony for lots of damage.

- 5HK H Shadow sets up all your multi argus things but I'm sure you probably know that, if you don't know how to so 3 Argus links or 4 Argus links let me know.

- From the air string, JMP JHP ADC JLP JLK [1 Hit] x JHP (Fastfall cancel) is great for setting up mix up.


I can give you boat loads of Cock mix up from those strings later if you want, just let me know.

Also I'm on my phone so sorry if this looks shitty.
 
Dump everything you have, please. I can't promise I'll be able to grind it all out quickly, but as long as it's here, I have a sense of direction, and I feel like I know what I'm working on and why.
 
Quick note: Tried to punish Muro's bad Argus with s.HK into HDrop into MBang into my own Argus. I got hit by a laser thingy after getting close to Peacock's back, and using s.HK. Maybe I shouldn't walk forward after HK Port? I should see in Training mode tomorrow.
 
Here's an hour and a half of me sucking:


Also, I'm thinking of getting into Filia. Should I try to learn combos from Winnie's guide, or what? There's a lot of combos to choose from in the Encore combo thread, I don't know where to start.
 
Not looking too bad. Could use some improvement (can't we all?), but probably off to a better start than I was. Let me throw a few pieces of advice your way:

#1: Practice your air grab conversions some more. If you're going to keep using air grabs as an anti-air option, you should look into getting some more damage when you land one (fun note: you can toss a Light bomb after a ground grab in the corner against most characters to get a combo with s. LP too!)

#2: If you add Filia to your team, give a moment to think about which assist you'll use. Should probably start with either Updo or Hairball (Heavy versions work better with these). Updo gives you better options up close (block + assist is good on defense) and leads to easy Argus confirms, but you can use Hairball like another projectile while zoning, and probably as a cross-up if you teleport before it hits (and for easy Argus confirms). Gimmicky assists can work well if you know exactly what you're doing, but I'd recommend starting somewhere more practical.

#3: Consider spending some extra meter (especially after a grab) to do multiple Argus Agony moves in a row. Cancel the grab into Shadow Of Impending Doom (H) and cancel the whistling animation into Argus Agony before they stop skidding. On the last shot of Argus Agony, drop the item on their head and toss out a Light bomb. It might help to kara-cancel the Light bomb into a Medium bomb (Light has a non-cancel period at the end but Medium doesn't). Use Argus Agony a second time, and try to hit with it just as the Light bomb hits the ground. Do it right, and they'll land on the bomb and get you a third Argus Agony. It's harder than landing Goodfellas, but it does more damage.

I haven't played Filia in forever, so I can't really give you much help there. Just pick out something universal (not necessarily optimized), and try it out. If it's too hard, pick some other combo. There's just too many combos out there, and most of them are viable, so it doesn't matter too much.
 
I was told that Argus after a grab is generally not all that great since it scales. I know how to chain three in a row, but I'm still not reliable with it in training even. Canceling LK George into MK George to speed it up is new to me, though.

I'd like to have a DP assist on my team, but I don't want to end up relying on it too much and remaining awful at defense because of it.

The Light bomb in the corner after a throw sounds fun. I'll have to find some nice damage option after it in training.
 
Okay, so I was told that with Filia, getting a combo down is less important than getting comfortable with her movement. So I practiced the following small strings, that I can kind of stitch together like a noob Dr. Frankenstein, once I get a launcher:

--- --- --- ---
Launcher = c.lk→s.mk→s.hp
IAD Starter = InstantAirDash→j.hp→j.hk
Arc Finisher = j.lp→j.lk→j.mp→j.mk→(air) H Hairball→Fenrir
Arc Finisher w/grab = j.lp→j.lk→j.mp→j.mk (1 hit only)→dash grab→(air) H Hairball→Fenrir
--- --- --- ---
- Mini String 1: Launcher→j.mp→(# of hits depends on character)→j.mp→j.hk
- Mini String 2: Launcher→jump immediately, but delayed j.hp→dash j.lk→j.hk
- Mini String 3: Launcher→j.lp→j.lk→j.mp→j.mk→(air) H Hairball
- Mini String 4: Launcher→immediate j.lk→j.mk→(air) H Hairball→Dash j.mp→j.hk
- Air Grab 1: Launcher→jump straight up for a bit→dash forward grab→(air) H Hairball
- Air Grab 2: Launcher→IAD→slight pause→grab→(air) H Hairball

Bonus string (kudos to ASG Labs' Crux): Launcher -> j.MP j.MK H.Hairball adc j.MP j.HK
 
Argus Agony actually has a pretty massive minimum damage value. Damage from just a random Argus looks to be around 3k to 3.5k, and grabbing first does about 2.5k + about 1k damage for landing the grab, so it comes out to be pretty much even. Then you can add another 4.5k or so if you go for Triple Argus. Double Argus works pretty well too, and it's way easier, so there's that.

On the topic of Argus Agony and Filia, I hear Bang! (M) > Argus Agony > Gregor Samson is a pretty awesome reversal, since it'll get you a ton of damage and a free Filia combo. Not sure exactly when to DHC, but you can fit it in there somewhere.

Also, if you don't want a DP assist, run with Hairball. It's fun, because you can send out Filia from fullscreen and get a free Argus Agony if they try to punish her, and because you get long range cross-ups and annoying zoning patterns. As for Peacock assists, s. HP and bomb assists are pretty fun.
 
Peacock's j.MP into j.MK thing is something I should maybe explore in the lab. After I finish grinding out the first combo Peck gave me (having trouble getting it to work on Valentine).
 
Filia corner combo reminder for grinding out:

stuff into launcher > j.hp j.hk h.airball > adc > j.mk j.hp > lp lp mp c.mk hk h.hairball > (otg) c.lk mp (delay) c.mk hk h.hairball fenrir
 
Wait a sec, that first j.mk should be a j.mp