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Diary of a Harmonica

IsaVulpes

Just Throw
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Ms. Fortune Filia Double
Might as well keep some things sorta organized cus I keep forgetting shit.

General:
- PBGC into Not-DPs and their applications (into jump, into jab, etc)
- "Reversaling" on landing
- Reversaling on Incoming / after getting knocked down
- Incoming Mixups
- Calling assist without getting accidental normals without using macro buttons
- (More active?) defence that doesn't just get rolled over
- Gameplan against chars I can't zone / patient players (how to hit people who don't hang themselves?)
- Less obvious pressure with fewer stupid holes
- Keep shutting down stupid autopilot, try to actually notice what the opponent is doing
- Punishes on dumb things (Tags, whiffed moves, opponent comboing my assist right above me, etc)
- PB into Upback (4PP-7 to not be stuck in backdash for ages; Peacock can't do it QQ)
- Fix Upbacks on both the bad habit and the accidental ones (genius placement for this after the note above)
- Midscreen Assist kills (and punishes in general)
- Actually l2 punish bursts
- Practice blocking / countering reactable mixups to up consistency (headless rekka overhead etc)
- Punishes with s.LP/c.LP rather than LK

Parasoul:
- 2149K Tosses and their applications
- Keeping placed tear near me + Detonate usage
- Spacing with backdashes, l2use ground buttons that aren't c.MP
- Actually use Ground Tear toss with a brain rather than "L H look good here uuh what do I even use these tears for??" < j.HP with tears nearby!
- Check for Minifloat applications, on backjump even??
- Combo after Throw (Backthrow xx Toss!)
- Combo after Airthrow
- Corner Combo with s.HK cus cool
- Less obvious Burstbaits
- Setup after untechable j.HP beyond "Bike"
- Recognize airblocked j.LP>j.HP and go into xx L.Toss j.LP or something
- Confirm distance / airblocking opponent / what char they are for Pillar xx Bikes rather than doing it by 'feel'
- Combo after Sniper
- CH Combo
- Tearjumps

Bella:
- LnL into 360 instead of Dynamo
- Get a feel for cMP: It hits surprisingly often, so heyy. Maxrange cMP combos into sHP RS cLK cMP etc
- Get a feel for MGR-Range: When to MGR, when to cMP-MGR
- Get consistent on MGR followups

Fortune:
- All the combo things (combo after AirSuper, AirThrow, Throw)
- Learn to AA people by whatever means (jMP, L.Axekick, cMP, cHP, dashunder cLK/cLP, Fiber, Fiber into attackfromabove, jumpback jHK, etc)
- Any headless gameplan idea

Will add a lot more things later that I keep forgetting
And hopefully remove some of those things ever
 
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### Combo Post

Fortune:

cLK
cLK sMK sHP xx H.Rekka-Rekka-Slide
sLP cHP
- jHP ad jLK jHP xx M.Axekick
sHK xx L.Fiber
- jLP jHP
cLK sMP sMK sHP xx H.Rekka-Rekka-Rekka

# Uses up OTG

Low Airthrow
Airthrow ad jHP
cMP cHP
- jHP ad jLK jHP xx M.Axekick
sMK(1) xx L.Fiber
- jLP jHP
cLK sMP sMK sHP xx H.Rekka-Rekka-Rekka

- Throw-Copter-Combo
- Corner Throw
- Airsuper (+ after Throw-Fiber-Airsuper)
- Everything Headless need to work on a lot
- CH Combo

-----

Cerebella:

cLK
cLK cMP sHP xx RS
cLK cMK
- jMP jHK
sHP xx Pummel
cMP cHP
- jLPx4 jHP
cLP cMP sHK xx Copter xx Dynamo

MGR
MGR
Minidash cLK cHP
- jLPx4 jHP
cLK cMK
- jMP jHK
sHP xx Pummel
cMP sHP xx RS
cLP cMP sHK xx Copter xx Dynamo

Airthrow
Airthrow, jLK
cLK cMK
- jMP jHK
sHP xx Pummel
cMP cHP
- jLPx4 jHP
cLP cMP sHP xx Copter xx Dynamo

360-Horns
360 xx Horns, Dash
cLK cHP
- jLPx4 jHP
cLK cMK
- jMP jHK
sHP xx Pummel
cMP sHP xx RS
cLP cMP sHP xx Copter xx Dynamo

Kanchou
Kanchou
cLK cMK
- jMP jHK
sHP xx Pummel
cMP cHP
- jLPx4 jHP
cLP cMP sHP xx Copter xx Dynamo

Lv3
Diamonds
Dash cLK cMK
- jMP jHK
sHP xx Pummel
cMP cHP
- jLPx4 jHP
cLP cMP sHP xx Copter xx Dynamo

Notes for all:
Skip sHP xx Pummel if the opponent got happy birthday'd
Can end with Sweep xx Run after Dynamo if OTG not yet used up
In corner, end with Ram instead

- CH Combo?

------

Parasoul:

cLK Midscreen
cLK cMK sHPx2 xx L.Shot
sLP sMP xx L.Egret, Dash
cHP
- jMP xx H.Toss, jLK jMP
Dashjump
- jLP jHP
Rejump
- jMK jHP xx H.Toss
sLKx2 sMKx2 sHPx2 xx Pillar

vs BBand:
cLK cMK sHPx2 xx L.Shot
sLP sMP xx L.Egret, Dash
cHP
- jMK jHP
Rejump
- jLP jHP
cMK sHPx2 xx L.Shot
sLK sMK sHPx2 xx Pillar

cLK Corner
cLK cMK sHPx2 xx L.Shot
sLKx2 sMK sHK xx M.Toss
Jump
- jLK jHP
Rejump
- jMK jHP
sHPx2 xx L.Shot
sLPx2 sMKx2 sHPx2 xx Pillar

cLK Happy Birthday
cLK cMK sHPx2 xx Quake xx Sniper
Dash sLKx2 cHP
- jMP xx [L.Toss], jLP
Rejump
- jMK jHP xx L.Toss
sLPx2 sMP xx L.Egret, Dash
cMK sHPx2 xx Quake xx Lv3

jLP-jHP Air-to-Air
- jLP jHP
Dash sLKx2 cHP
- jMP xx [L.Toss], jLP
Rejump
jMK jHP
4HK xx L.Egret
Jump
- jLK jMK jHP
sLK xx L.Shot
sLP sMK sHPx2 xx Pillar

Throw Midscreen
Backthrow xx M.Toss
Dash sLKx2 cHP
- jMP xx [L.Toss], jLP
Rejump
jMK jHP
4HK xx L.Egret
Jump
- jLK jMK jHP
sLK xx L.Shot
sLP sMK sHPx2 xx Pillar

Throw Corner
Throw xx L.Toss
sMP 4HK xx L.Shot
cLP cHP xx L.Toss
sMKx2 cHP xx L.Toss
sMP 4HK xx L.Egret
Jump
- jMK jHP xx L.Toss
sLKx2 sMKx2 sHPx2 xx Pillar

Airthrow Midscreen
Airthrow xx M.Toss
6MP 4HK xx [M.Toss]
Jump
- jHP
Rejump
- jMK jHP
sHPx2 xx L.Shot
sLP sMP xx L.Egret, Dash
cMK sHPx2 xx L.Shot
sLK sMK sHPx2 xx Pillar

Airthrow Corner
Airthrow
cHK xx L.Shot
cLP cHP xx L.Toss
sMKx2 cHP xx L.Toss
sMP 4HK xx L.Egret
Jump
- jMK jHP xx L.Toss
sLKx2 sMKx2 sHPx2 xx Pillar

- 4HK Combo?
- Lvl3 Combo?
- CH Combo?
- Combo with Sniper at the start?
- Combo without L.Egret for 6LP/2LK Resets after Egret in first chain?
 
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Watched the set with Woofly again (totally not because I was looking to steal both your guys's combos) and I dunno if I said this already, but I noticed again some points to consider and I want to add a little mroe detail:

-when you (rarely) had the up close pressure against a blocking opponent, you never went for tick throws or cLK, cLK or delay cMK/bHK or anything, just looked like standard blockstring or napalm shots when you could be more threatening.

-I know I said this before but seriously, superjump more ;_;. It was kind of clear that Woofly knew how to get out of Parasoul mirror zoning using superjumps and blocking that you never picked up and stuck to normal jumps.

-I know I said this as well, but you weren't solid on baiting Napalm pillar. Like, I noticed you did it several times but never got a punish. It's really worth practicing how to bait it out since it can apply to a lot of situations too. For example, superjump float back can easily bait out napalm pillar if you aren't super early, or, if you have a tear already place on them on a reset, consider just staying mid-distnce (around sLP range) and just shooting a napalm shot since the triggering explosions will work out for you to confirm off of.
 
Thanks to @gllt @zeknife @severine I got some Para-Pea Tagcombo stuff

Storing the stuff here so I don't forget it myself

cLK
cLK cMK sHPx2 xx L.Shot
sMP xx L.Egret, Dash
cHP
- jMP xx L.Toss, jLP
DashJump
- jMK jHP xx L.Toss
sLK sMP xx Tag
cLP cHP xx Doom xx Argus

- Shorter Dashjump v Bella
- Microdash with Peacock after the Tag v BBand

Air-to-Air jLK-jHP
- jLK jHP xx M.Toss, jLK
sMK sHP xx L.Egret, Dash
cLP cHP
- jMP xx L.Toss, jLP
Dashjump
-jMK jHP xx L.Toss
sLK sMP xx Tag

- Shorter Dashjump v Bella
- OTG with jLP instead of jLK when high up

Airthrow
- Airthrow
Dash
sLK cHP
- jMP xx L.Toss, jLP
Dashjump
- jMK jHP xx L.Toss
sLK sMP xx Tag
cLP sMK
- jLK jHP xx AD, jHP

- vs BB, do sLP sMP cHP instead of sLK cHP

Throw
- I figure just bike into dash dash things 4HK Tag?

4HK
- Mhhhh
 
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Other Combos:

Parasoul
- Freestyling atm, will figure something out at some point

-----

Cerebella:

cLK
cLK cMP sHP xx Stop
sLP cMK
- jMP jHK
sHP xx Pummel
cMP cHP
- jLPx4 jHP
cLK cMP sHK xx Copter xx Dynamo, Knuckle

- Exchange Knuckle for Ram if opponent is in the corner

MGR
MGR, Minidash
cLP cMK
- jMP jHK
sHP xx Pummel
cMP cHP
- jLPx4 jHP
cLK cMP sHK xx Copter xx Dynamo

- No Minidash vs BBand, Double, Eliza, Filia, Fukua

Airthrow
Airthrow, jLK
cMK
same stuff as above

360-Horns
360 xx Horns, Dash
cLP cMK
same Stuff again

Kanchou
Kanchou
cLP cMK
blob

Lv3
Diamonds
Dash cLP cMK
into same stuff

Yeah I'm not very creative
Note for all: Skip sHP xx Pummel if the opponent got happy birthday'd

------

Peacock:

Main Route:
Lights:
sLP sMP sHK xx M.SoID
Dash, sLP sMK
- jMP ad jLK jHK
Jump
- jHP ad jLP jMP
sHP xx M-L.George
Dash, sLK sMP cHP xx [H.SoID] xx Argus

Mediums (Liza, Bella, PSoul):
sLP sMP sHK xx M.SoID
Dash, sLP sMK
- jMP jHK
Jump
- jHP ad jLP jLK
cLK sHP xx M-L.George
Dash, sMP cHP xx [H.SoID] xx Argus

Heavies (BBand, Double):
sLP sMP sHK xx M.SoID
Dash, sLP sHP(1) xx M.SoID
Jump
- jMK jHP ad jLP jMP
sLK sHP xx M-L.George
Dash, sMP cHP xx [H.SoID] xx Argus

DHC into 360 (For Now)
sLP sMP sMK
- jMP jHP ad jLP jMP
sHP xx M.~L.George, DashJump
- jMK jHP ad jLK
cLP sMP xx L.Bang xx Lenny DHC 360
 
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Time 2 Update the starting post after ages

- 5HP + Dart H > Item drop H > plane bomb > repeat
Dropped Fukua but hated using Dart anyway

- PBGC into QCB moves
Screw learning, Beta did this for me!

- Combo into Fukua Tag
Dropped Fukua but have a combo into Peacock Tag which is kinda the cooler thing

- Find a palette that doesn't make you cry
LPMP looks okay for now

- Figure out reliability of Backthrow > Pillar + Combo after, else Backthrow > Bikes + Combo after
Backthrow > Toss is kinda easier..

- Punishes with s.LP/c.LP rather than LK
Moved to general

Fukua:
- Combo after BFF
- Combo after Armor Grab
- Combo after M.Shadow
- BFF timing on DHC after Bikes
- Get a feel for c.MP and c.HP and s.HP AA and when to use which
- Actually learn her butttttonnnns other than j.HK
- Combo into Parasoul Tag (c.HP bounce should do the trick, it did with Filia)
- Less obvious Burstbaits
- Setup after Airthrow
- CH Combo
Nyope
Only keeping this here in case I pick her up again, which hopefully doesn't happen

Not really good enough with Bella to know what I'm missing but some things were glaring so those are there
 
Properly test Peacock

sLP sMP sHK xx M.SoID
sLP sMK
- jMP ad jLP jMP
sHP xx M-L.George, Jump
- jMK jHP ad jLK
cLK sMP cHP xx H.SoID xx Argus

On Peacock; also remember to test Filia/Fukua on PC/Beta once that's a thing again
 
Combo does work on PW, what was I smoking..
Just a bit harder, but should still be feasible

Minidash cLP cHP is doable on everyone and easier, so I might learn that anyway
I probably smoked the same thing you did. I just checked.
Don't even need to dash, mgr c.lp c.mp c.hp works on everyone.
 
I probably smoked the same thing you did. I just checked.
Are you trying to say it doesn't? Can't follow

Don't even need to dash, mgr c.lp c.mp c.hp works on everyone.
Yeah but that's an extra hit, wouldn't that reduce damage
Or do Meds increase it mhhhhh maybe they do
 
c.mp adds 200 damage when you go for j.lp j.hp
c.lk c.mk
j.mp j.hk
s.hp pummel horse
c.mp s.hp run stop
s.lp s.mp s.hk copter
 
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Just so I don't forget overnight, more tomorrow:

Airthrow jlk
Clp cmp chp
Jlpmash jhp
Clk cmk
Jmp jhk
Minidash smp shk (whiff) xx tag

Rather solid

Need to figure out a way to combo out of that when i still got the otg
 
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Fortune v Filia

Fort
- cLK Range
- sHP Poke (easier to convert from, little risk in doing so, pressure on block with xx Fiber to stay in)
- Headless fun
- Doublejump
- Fiber Movement
- Rekka
- Meterbuild
- Overall more interesting

Fil
- cHP Poke (outranges Fort sHP + has 2f faster startup // actually only 1f faster or even 0, since shit hitbox start)
- Horizontal Speed (easier time chasing down ppl)
- sHP Antiair
- Ringlet
- Updo Assist
- Gregor DHC
- Superior Sweep

Mhh
 
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Sticking with Fortune for now, just the more interesting/fun character

Have to figure out whether Para assist of choice is M or H Tearshot or Pillar
Also Copter vs M/H LnL, though I think I much prefer Copter here?

Updated 2nd post with Combos will keep updated
 
- Learn groundteching forwards, rather than always holding back while mashing a button
Doing this

- Remember to do more earlier resets
Doing this

- Midscreen Assist kills (and punishes in general)
- Actually l2 punish bursts
- Practice blocking / countering reactable mixups to up consistency (headless rekka overhead etc)
- Punishes with s.LP/c.LP rather than LK

Parasoul:
- Setup after untechable j.HP
Just Bike is an option

- Alternate Airstrings more
Lel doing this too much

- Standard combo without L.Egret, to actually benefit from my starter
Default combo doesnt have Egret anymore

E: Updated Bella Combo a bit
 
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Mostly posting so I don't have to open this thread from Page 2

Oh yeah I need a satisfying gameplan against Big Fuck, especially if he is supported by some kind of make-moves-safeish-assist

Other notes
- Blockstring better, too susceptible to PBGC currently
- More erratic stuff on offence, rather than always cLK-cMK or jLK-Axekick fishing for the confirm, just cLK jLK cLK and see what happens
- Actually use Fiber in neutral to move with a purpose rather than shoot it out randomly and then fall down with jHK xx Axe and hope something happens
- Learn something to bring Fortune back in, she often goes out via Super DHC and then I sit on bleh assist I never call cus Pillar
- Too many canned responses still (Auto-cLK after LnL hit, DJ back never neutral/forward out of resets, not enough dash low with soul (mostly dashjump jlp as approach, espec after teching an airthrow), Autopunishes on things that can be cancelled into shit (Filia sHK delay Updo hits me 100%))
- Too many difficulties fighting people who just do random shit