• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

NCV watches match vids VOL 1 [NCV vs Elda Taluda]

NCV

Community Person
Joined
Sep 3, 2013
Messages
568
Reaction score
697
Points
93
Steam
ncv
Painwheel Parasoul Painwheel

Hey guys. I recent did a set with @Elda Taluda on @keninblack 's new stream. I played and lost bad, but it’s match footage with good* people, of which there’s virtually none. Just as well I don't see anything insofar as anyone posting about what happens in a real match. A lot of "neutral game" and a lot of combos, so I’ll do my best to break this one down, and many more in the future.
  • I chose PS first, thinking basic counter to feel out the player.
  • 1:40 sick pbgc mk buer. will steal. If close enough to the corner you can fly>do your thing
  • 1:52 Tricky reset that he revisits (and revises) later in the set at 9:20
  • 2:02 My risky alpha counter, charge it to be safe in case his jump in touched me
  • 3:00 Wake-up armor beats tick attempt. Will probably get you grabbed sooner or later
  • 4:02 Basic pushblock fundamentals, although Elda could have blocked on that fly cancel
    • Ken then calls me out for resetting too early. Get your damage in folks!
  • 4:25 I see the first hit of CB st.hk and hold up. I guessed throw, was right. You’d lose to dp grab and super, but that yomi layer is too deep for this.
  • 4:37 I bait something, can’t react in time. This is why it’s important to train movement!
  • 4:50 Failed bomb jump incoming mixup. Hard to do mid screen, but you can xup with that j.hp detonate
  • 5:00 I got lucky and guess right again against CB run multiple times. Should have just swept him
  • 6:20 Some tear placing for both defense and offense. Some of this is planned, some is random. Such is the life of PS
    • Jump back normals become stronger, gets rid of PW armor here
    • Sets up more hit/block-stun for whatever situation
    • Hits assists to lock them out
  • 6:42 Should have just install dhc instead.
  • 7:00 Cool crossunder that I would have got hit by if I had not already seen it.
    • Followed by tricky incoming mixup
  • 8:38 Switch to PW first, figuring that the counter wasn't working as well.
    • Lose PW because of one of my first decisions, which was to play j.mp chicken.
      • will do that again
  • 9:10 Nice incoming mixup. Tough to see since PW dash is slow to start.
  • 13:00 Bad burst bait. Too slow, too close. Setting this up with sweep is better
  • 14:00 Not the way to convert PS lvl 3
  • 15:35 Clinic in PW corner carry.
  • 16:20 Interesting option, install > CB tag which is gdlk on its own. works!


Overall I lost to impatience, never varying my offense even though it never worked, dropping lots of stuff and not reacting fast enough. I wish I could have played better, but such is life. I encourage others to look into matches of their own and bring their own brand of insight!
 
Last edited:
OGEgMxU.jpg
 
Last edited:
Just haven't played in a while. Nothing that I need consoling for
 
Thanks, wasn't sure where to put it. The rest will go here from now on.
 
Don't know whether to put this in the parasoul section or here but since it applies more to NCVs parasoul I hpgiess I'll put it here:

Why throw tear tosses fullscreen against a non peacock/parasoul player?

No one will stand there and take the blocked chip damage, and no one except a mirror or peacock is going to really try and out fireball a parasoul... So imho, it's better to just throw lk and mk tears against most of the cast since those tears are the ones that are going to force harder decisions, such as whether the opponent wants to try and get in against triple lk tear hugging parasoul, or try and tank the barrage of hp shots from afar.



It could just be me but I think it more wise to throw short range tears against most of the cast.. Higher probability of coming into play or forcing a psychological mindset of some sort. Whereas hk tears just goad the opponent into attacking which is what they were going to do anyways.

Just my thoughts.


-edit

Also, mk tears can be turned into long range offense by dashing back, or short ranged defense by dashing forward, or lk tears can be turned into midrange offense by dashing back... So both can be applied more to movement and can still be considered threats with parasouls dashes.. Hk tears a much harder to use this way though.

Hk tears are awesome, but it's seems to only be against fullscreen keepaway.
 
You throw a HK Tear, then Dash in.
- Either they move forward = In your footsie range,
- Or move backward = Giving up space for free
- Or stay where they are = Sit and take the Tear pressure

LK and MK tosses are really nice if you want to stay where you are,
but if you try moving forward the opponent can just stay in place and they have no/little effect
[HK+MK Toss, Move Forward] is a very basic thing to throw out which will force the opponent to move but blocks his air path to you - and on the ground you're king.

HK Tosses are also really useful against chars who don't necessarily /want to/ go into a fireball war with Parasoul, but /can/ - eg Val. They just stop people from turtling.
 
You throw a HK Tear, then Dash in.
- Either they move forward = In your footsie range,
- Or move backward = Giving up space for free
- Or stay where they are = Sit and take the Tear pressure

LK and MK tosses are really nice if you want to stay where you are,
but if you try moving forward the opponent can just stay in place and they have no/little effect
[HK+MK Toss, Move Forward] is a very basic thing to throw out which will force the opponent to move but blocks his air path to you - and on the ground you're king.

HK Tosses are also really useful against chars who don't necessarily /want to/ go into a fireball war with Parasoul, but /can/ - eg Val. They just stop people from turtling.


Or they move forward like they were going to do anyways and you gain nothing... (When talking about hk tear)

Lk and mk tears have little to no effect? Parasoul is the second best character in the game from range so even if those tosses don't do anything they discourage someone being up close next to her and she can just pile the hp and lp shots out. If the opponent actually does want to just turtle against lk shots its almost always parasouls advantage, with the exception of Val and peacock.

But w/e... Like I said hk tear is good against people turtling at full screen... But no one does that against her besides peacock and Val so it's a moot point...
 
It also can be nice cover if they move forward but then you push them back into it.
 
Great matches! I am still on team "hate invuln dp assist", but those were fun matches to watch for sure.

I'll have to mess around with some of those resets (I loved your fly over/fly back reset).

Out of curiosity, since you are familiar with both characters, how do you compete vs parasouls air priority as PW? I've had some success with charged j.hp... is that about it?
 
I'm not a Pwheel player, and I haven't really used her much, but if it's possible to cancel the armored charge of j.HP into her air super then you've got a pretty useful tool for dealing with any aerial characters at your disposal, heck it might even work against Fortune's Fiber Upper if you're high enough.
 
I'm not a Pwheel player, and I haven't really used her much, but if it's possible to cancel the armored charge of j.HP into her air super then you've got a pretty useful tool for dealing with any aerial characters at your disposal, heck it might even work against Fortune's Fiber Upper if you're high enough.

Yeah, you can and it is most definitely helpful in a lot of circumstances.

I was hoping for a non-meter option (though I'm rarely starved for meter as a solo PW).
 
With space PW wins. Up close charging j.hp gets you grabbed, and that's with everyone, really. Tears make it harder for PW as well.
 
With space PW wins. Up close charging j.hp gets you grabbed, and that's with everyone, really. Tears make it harder for PW as well.

I handle tears (and sniper special too) fine with charged j.hp and can usually confirm off of it.

What about PW's j.lp/lk... how do those generally perform?
 
tears are more than just tear shots but you wouldn't know that from a lot of PS players. and uh... pw jump lights are not really a tool for much outside of close range. I'll use them to keep them in blockstun but never to challenge anything.
 
How is he hitting that reset at 1:52? Is it just s.mp > s.hk x fly?
 
st.mp, st.hk (1 hit) fly df j.mk
 
Great analysis of the match!

I'll agree totally with the ending statement from konkrete. I also fully recommend watching your own matches to anyone looking to improve their game. I know it has helped me a TON...

How is he hitting that reset at 1:52? Is it just s.mp > s.hk x fly?

Konkrete has it right. Generally though, you'll be too far away for it to work if you try to do it raw or after starting a ground string (s.lp>s.mp/c.lk>s.mp). You have to be at point blank range otherwise the 1st hit of s.hk whiffs. It's easiest after a L. buer followed by fly>9lp>lk into s.mp. Takes all the distance guesswork out of the equation. Also, it only works on Parasoul.