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diario de dMags

Agreed, you're normally pretty good about knowing when to super cancel Brass and when to let it rock so you can probably attribute this to nerves. I also agree that solo BB probably does the best against Peacock of your characters.

The other thing I was thinking about, is that in the Peacock matchup itself, my team doesn't have the best use of assists if I run all 3 characters regardless of the order, H Brass being the only notable assist out of pretty much everything. Using L/H napalm shot isn't the greatest since it doesn't help me close the gap at all and the same can be said about painwheel's assist options. In theory, Egret Dive as an assist could be good to absorb peacock's projectiles but its prob super gimmicky, plus it has long cool down and puts parasoul at risk.

So with that in mind, it really doesn't make sense to run any team other than either Solo BB, or PW with H Brass assist. Everything past that is just extra baggage.
 
I actually think Napalm Shot assist might be okay against Peacock since it gives her something to worry about from full screen, but I haven't played against it enough to really say.
 
been a while, I should make a post...

- i feel way better with the fukua matchup, still not great but its better than before. I actually have a gameplan vs. "ok how long until I die?"

- on the contrary, I still need a ton more practice vs. peacock. she's currently the only character that I go up against and just don't at all feel confident/comfortable playing against, and it 100% shows in my gameplay. I think for now I need to stick with solo BB, at least until I gain some more confidence in that match.
Action Item: Start playing Peacock until I know her specials and can do basic combos, this is just so I can get a better feel of what the character can physically do

things to remember for Painwheel:
- I gotta start doing charge lp, st.lk more often when the opponent is in my face. It's really effective in certain matchups but I always forget to do it, or I do it once and then never again because auto-pilot

- When someone blocks j.mp, throw in some fast falls or cancel into charge j.hp after the 1st/2nd hit is blocked. Typically, I just let j.mp hit 4 times and then get pushblocked <no fun>

- ive been practicing resets using L napalm shot assist lately, really cool stuff and is extremely useful in making things safe on block, hoping to try out a lot of it on Friday since it hasn't seen much match play
 
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H Napalm Shot assist is okayish against Peacock.

It's fast enough that Peacock has a hard time avoiding it, can possibly CH her out of things,
and even if she does H Doom to kick Para, that means she's not doing anything else (giving you time to approach)
If she blocked it, that means you can now safely go in, as Peacock has a Tear sitting in her face and can't really do much unless she plain runs back (again, giving you some time to approach)
The problem is mostly that the shot won't actually reach Peacock, since there'll be some assist body in the way; Bonus Pain if she runs Brass and just fists your Para assist for free

L Shot assist does roughly nothing ever in the matchup

E: Para with Brass assist alright against Peacock, though.
 
The problem is mostly that the shot won't actually reach Peacock, since there'll be some assist body in the way; Bonus Pain if she runs Brass and just fists your Para assist for free

this is the big reason I sort of decided to stop having PS on my team against a peacock team. I feel like more often than not, she either gets snuffed before the tear comes out, or it collides with a projectile/assist and doesn't help too much. A lot of that is probably on me for making poor assist calls and not learning my opponents patterns, but even then my Parasoul isn't good enough to add anything when she's on point either, so I've sort of felt like in my case she's just adding deadweight to the team.

I'll be playing locals with Peanuts on Friday so I might give that H shot assist a try, or maybe try PS point + H brass assist. I like the idea of H brass assist for Parasoul too since she can still get some damage full-screen if it connects. In the long run, I'd much rather have some team options against a peacock rather than just defaulting to solo BB
 
started playing regularly again, and finally finished re-building my stick - already noticing much more consistent inputs and it feels 1,000x more comfortable in my hands

parasoul - notes:
- my gameplay is very linear with her currently, need to break outta the box and get funky, specifically with her air normals/resets.
- gotta stop always going low, cr.lk is my #1 abused button with her
- been dropping a lot of links lately, practice her BnBs more
- practice the timing on whiff Napalm Pillar xx Bikes, since I miss this at least 200 out of 100 attempts
- practice ground/air throw conversions. I know what to do, just uncomfortable w/ the timing so I drop these in matches still

the mental state
this is something I haven't really addressed yet, but I have a bad habit of psyching myself out and getting really nervous against players that I know are really good. @Flotilla @fenster - You two come to mind instantly, and whenever I see your name in QM I get nervous and know that the next ~60 seconds of my life are gunna suck. Everything goes to shit and I play substantially worse than normal, to the point where I'm just laughing at myself and waiting for it to end. Anyway, this is horseshit for me to do to myself, and I can't really think of any way to get over this other than grinding it out and playing longer sets with high-level players. Time is a little tough currently due to the holidays and work schedule, but if you guys have time I'd love to play some games over the next few weeks

moving forward
other than the stuff I mentioned above, I'm gunna make an effort to get comfortable pushing every characters buttons and doing their basic combos. I'm hoping this will give me a better feel for playing against the entirety of the cast and should really help with matchup knowledge

well that turned into a wall of text quickly
 
I'll be playing locals with Peanuts on Friday so I might give that H shot assist a try, or maybe try PS point + H brass assist. I like the idea of H brass assist for Parasoul too since she can still get some damage full-screen if it connects. In the long run, I'd much rather have some team options against a peacock rather than just defaulting to solo BB
Oops we never actually played

Sorry :C
 
I'd be happy to play you when I have the time, sure thing
 
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Oops we never actually played

Sorry :C

We'll probably get at least like, one more chance to play...</sarcasm>, but yeah I actually wanna try running BB/PW/PS against your team, currently with Solo BB I sort of struggle to stay in once I've gotten a knockdown ( via H rush punch ), so if i don't land another hit when you wakeup, it's way harder for me to stay in and I'm also not really able to take advantage of the solo damage. Could totally backfire though and just let you kill me easier, only one way to find out though
 
We'll probably get at least like, one more chance to play...</sarcasm>, but yeah I actually wanna try running BB/PW/PS against your team, currently with Solo BB I sort of struggle to stay in once I've gotten a knockdown ( via H rush punch ), so if i don't land another hit when you wakeup, it's way harder for me to stay in and I'm also not really able to take advantage of the solo damage. Could totally backfire though and just let you kill me easier, only one way to find out though
That might help but it may also help to have better mixups after a hard knockdown. You seem really scared to get Punch Move'd, but rather than go for a grab that I will upback because I am literally always upbacking, you may want to learn the timing to safe jump Peacock's M Gun. You could also try dash up air grab; if I jump you get a combo and if I M Gun it will miss you. Things like that. Try experimenting in training mode by recording 3 things for the dummy to do, set it to do one of them randomly as a reversal, punch the dummy, and try different things.
 
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get outta here with your logic

jk, I think that's a good plan and I 100% agree that I am scared of getting M gun punch sworded, mostly because it means I'm full screen again if you cancel into Argus. I'll add this to the list of stuff to practice in the dojo
 
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parasoul - notes:
- my gameplay is very linear with her currently, need to break outta the box and get funky, specifically with her air normals/resets.

Just want to point out that I think your Parasoul's keep away is pretty solid, and when we played last nights there were multipe times you got me with a standing overhead, which proves you don't always just do cr.lk ;)
 
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last minute decision but I ended up going to NEC this past weekend, really glad I made it even though I wasn't around for too much of it. Got to meet some really cool people and I definitely have a lot to take away and learn from after this experience.

I started dabbling with L pinion assist on my main team => PW (L pinion), PS ( L Napalm shot), BB ( L beat extend ) and man this feels way better than running with PW cr.mp assist. The pinion assist fits me way better and feels way more natural than trying to make cr.mp work for me. I've also started messing around with Beowulf ( so much fun to play! ) and a few other characters just to push their buttons and learn some of their properties, not much to report there though.


actual notes:
- Practiced some scenarios for solo BB vs. peacock. M Gun/Sword/Punch totally gets thrown like really easily, who knew? ( the other 99.9% of skullgirls players probably, this is why you practice stuff )

- Practiced Parasoul Napalm Pillar whiff xx Super timing, you really do need to mash it out so the super comes out as soon as the pillar is active, but it's way easier now that I have a feel for it

- Trying to focus on playing a more reaction based game with Big Band ( rather than dancing in neutral like I normally do ), I think this is important in the PS, Fukua, Peacock, and BB mirror matchups specifically.

- Practiced some BB resets assistless, using pinion, and using L napalm shot

Lastly, I played ~40 games with @Natezer last night, got some really good practice against his fortune resets and just Fukua in general. Overall, I felt pretty good, definitely made plenty of mistakes but I think I converted off a lot more hits than I normally do and overall played smarter than I typically do.
 
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- Practiced Parasoul Napalm Pillar whiff xx Super timing
I have a hard time wrapping my head around what this is useful for;
If you ran PW second I could see it being a thing for DHC into Install, but I'm confused here.

How many instances are there where Pillar Whiff xx Bikes isn't just a waste of meter that gets you killed anyway against someone that holds up on reaction to the superflash?
 
I have a hard time wrapping my head around what this is useful for;
If you ran PW second I could see it being a thing for DHC into Install, but I'm confused here.

How many instances are there where Pillar Whiff xx Bikes isn't just a waste of meter that gets you killed anyway against someone that holds up on reaction to the superflash?
I guess if the other opponent also whiffed an attack that would recover faster than pillar?
 
oh it's not something to just throw out and no I don't think it has much use; sorry if that was misleading. it's in the cases where I want to Pillar xx Bikes, but the pillar whiffed and the bikes didn't come out because I'm too late cancelling out of Pillar. I just really wanted to learn the timing so I can try and cover my ass when I whiff.

It's probably pretty situational, but maybe it's better to just bite the bullet and not try and cancel a whiffed Napalm Pillar into bikes?
 
oh it's not something to just throw out and no I don't think it has much use; sorry if that was misleading. it's in the cases where I want to Pillar xx Bikes, but the pillar whiffed and the bikes didn't come out because I'm too late cancelling out of Pillar. I just really wanted to learn the timing so I can try and cover my ass when I whiff.

It's probably pretty situational, but maybe it's better to just bite the bullet and not try and cancel a whiffed Napalm Pillar into bikes?
depending on your total amount of meter (and your team order) you might be able to DHC out of bikes into PW hatred thing (I think thats safe 0.o)
 
I just really wanted to learn the timing so I can try and cover my ass when I whiff.
That was precisely my point, it doesn't really cover your ass since Bikes are easy to avoid.
Blocked Pillar-Bikes is safeish depending on distance and what the opponent was doing and which character they are;
If you whiff Pillar they aren't in 20f blockstun, so avoiding the Bikes becomes rather easy in 99% of cases.

I have much better success with just letting the Pillar rock; sometimes the opponent didn't expect it to happen and is dumbfounded and doesn't punish.
Bike-Cancel gives the opponent 2 seconds of "Oh hey here's a superflash, and he just whiffed Pillar, let me hold upforward and get a full CH jumpin combo!"

Things may play out differently if you have some special assist on the screen, and there are probably some few cases where it is useful (uuh, Parasoul at midrange, whom you expected to Dashjump so you Pillared, but she just neutral jumped - she cant Doublejump over Bikes and won't land in time to be able to jump over them.. though maybe she can float.. ..), but from playing around with it I felt like 99% it's either a waste of bar or worse, even more likely to get you punished.

Unless of course you are frequently playing people who don't jump over bikes, but I don't think it's a good idea to get muscle memory like that for such a purpose
 
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words

good to know, thanks for the advice! Now that I'm home I'll probably jump in training mode and test out how easily I can punish this to get a better feel for it.
 
IsaVulpes, I think it's just confusion over a thing that I told dmags before about this. I think after a set, I thought dmags told me or asked about getting better about canceling Pillar into bikes (since maybe he didn't get the cancel at certain points?), and I just told him that what helped me when I had a similar problem was to just practice PillarxxBikes and always do it whenever you can. Ideally, yes, don't always cancel since in a lot of situations you'd just be wasting meter, but as a practice tool I think that's fine.
 
the other part is this: since the day I picked up Parasoul there's been tons of times in matches where I did a Napalm Pillar xx Bikes, but the bikes didn't come out because Pillar whiffed. Regardless of the situations, uses, etc... I just really wanted to get a feel for the timing, and now I have it, so I can sleep better tonight
 
In case you didn't know or it wasn't clear, Pillar's super cancelable frame window ends 2 frames after the active frames, which is hella short. So for the most part it shouldn't matter if Pillar whiffed or was on block or was on hit since you should be canceling into Bikes well before the game itself says its whiffed/blocked/hit.
 
I always thought you had a larger cancel window if the move put the opponent in hit/block stun, good to know this is not the case.

Do you have a technique that you are known for doing, so during matches when someone plays Parasoul and does it I can yell "Give 'em the dMags?"

other than dropping combos and doing the wrong inputs? Nope :( I like the idea of yelling it anyway though, since it has no meaning, gets that extra layer of yomi going.
 
other than dropping combos and doing the wrong inputs? Nope :( I like the idea of yelling it anyway though, since it has no meaning, gets that extra layer of yomi going.
Time to hit the lab and come up with some sort of combo or reset that no one else has found yet. I also like the idea of yelling "give em the dmags" at tournaments.
 
YO GIVUM DA DMAGS!!!!
(Or something like that)
 
YO GIVUM DA DMAGS!!!!
(Or something like that)

"give em the dmags" <-- something identical to that ;-)
 
I always thought you had a larger cancel window if the move put the opponent in hit/block stun, good to know this is not the case.
It is actually the case, since you can supercancel during any point of hitstop, and hitstop is not a thing on whiffed moves. So you got something like 15-20f to cancel Pillar on hit/block, and 7f on whiff.
 
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Still gotta watch the matches from this past Friday at GU, as much as I hate watching myself play, but here are some recent thoughts about myself:

- Execution is getting better, it takes me a while to get warmed up but once I get going I can usually hit my BnB's, practice makes perfect so just gotta keep chugging along

- My team is feeling more solid and I'm feeling confident in sticking with the current loadout I use. My PW (L pinion ) and PS (L napalm shot ) assist aren't the most spammable in all situations, but I think they complement how I enjoy playing so I wanna continue to use them.

- I'd like to get more confident/better as using my main team for all matchups, in the long run I don't like the idea of not using my main team unless I know it gives me an outright advantage that I can really capitalize on. The main matchups that come to mind are solo-bella's and peacock teams

- After NEC, it really helped put things into perspective for me after watching a lot of great players play long sets with people. I think I was putting other people on too high of a pedestal, and seriously doubting my own abilities, thus holding myself back. I understand my game is nowhere near as complete/solid as most, and I think a lot of this is pure experience, but I'm further on the path than I give myself credit for.

Actual Notes to practice:

- Oki setups!!! - This is a part of my overall game that is severely lacking and I haven't spent much time on it at all (notice the bold underlined exclaimed words, this means its important ). Just need to spend some time thinking about my opponents options on wakeup, their habits, what can I do that's safe, etc...

- More resets - This is an area that I've been actively working on lately, and personally I feel its improving so *pat on the back* keep practicing this and trying new things.

- Patience - I need to start consciously making a better effort to be patient. I tend to do stuff simply because I feel like I should be doing something, rather than making an educated decision. This typically leads to me getting hit, which is bad

okay that's enough words for today, happy holidays to anybody reading this! be safe, keep your tips up, and don't do drugs ( unless you invite me )
 
- Oki setups!!! - This is a part of my overall game that is severely lacking and I haven't spent much time on it at all (notice the bold underlined exclaimed words, this means its important ). Just need to spend some time thinking about my opponents options on wakeup, their habits, what can I do that's safe, etc...
As Big Band, when you hit someone with H Brass or A-Train, you can get a safe jump with j.MK. Dunno how safe it is, I haven't tested it against every reversal, but it's definitely safe against H Fiber Upper, so try doing it against Nate. You can practice this in training mode with the following steps:
-On slot 1 record the dummy doing H Fiber Upper
-On slot 2 record the dummy holding neutral back (not downback)
-Set the slot to random and dummy to play back as reversal
-Hit the dummy with H Brass, dash up, and do a meaty j.MK while holding back. You should either block the Fiber or your j.MK should be blocked

Since you use Tear Shot assist, you may also be able to call Parasoul assist and do dash jump empty jump low, letting you go not one but two ways with the mixup #wow #woah. I haven't actually tried that but it works with Peacock plane assist so it probably can be done with your assist as well.
 
response

these are literally the only two setups I've really even practiced minus the part about empty jump low haha [outside of just like...jump in and push buttons without blocking - this is my goto and its humanlike ( instead of godlike )]

but yeah, I don't utilize training mode nearly as much as I should, and a lot of times I tend to try something, then just say "no this is garbage" and I never touch it again because I feel like everything should be super confusing and hard to block ( think Flesh step + H drill or LnL assist shenanigans). This is probably just another false perspective of mine

Thinking about it, calling Napalm shot assist to hit meaty and just blocking is totally viable...Outside of getting hit by a cerebella throw super, it should leave the point 100% safe + a tear is in place?
 
but yeah, I don't utilize training mode nearly as much as I should, and a lot of times I tend to try something, then just say "no this is garbage" and I never touch it again because I feel like everything should be super confusing and hard to block ( think Flesh step + H drill or LnL assist shenanigans). This is probably just another false perspective of mine
I think you can only really tell if a reset is good if you use it in a match. There was one Squigly reset I came up with that hit overhead and beat mashed normals and all this stuff and after I found that I was like "ok then after I establish that I can do this low reset", the idea being the low reset wasn't as tight but if they were expecting the overhead I could sneak it in. When I actually tried using this reset though I found most people's first instinct was to block high, so I ended up using the low reset most of the time. So it's like... I guess what I'm saying is you don't really know how stuff'll work until you try it against a human.

Thinking about it, calling Napalm shot assist to hit meaty and just blocking is totally viable...Outside of getting hit by a cerebella throw super, it should leave the point 100% safe + a tear is in place?
Pretty much. The only drawback is the tear shot itself is mid so if they can pushblock the tear they can absolute guard and avoid any kind of high/low. Pushblocking single hits like that isn't the easiest thing in the world to do, though.
 
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I think you can only really tell if a reset is good if you use it in a match. There was one Squigly reset I came up with that hit overhead and beat mashed normals and all this stuff and after I found that I was like "ok then after I establish that I can do this low reset", the idea being the low reset wasn't as tight but if they were expecting the overhead I could sneak it in. When I actually tried using this reset though I found most people's first instinct was to block high, so I ended up using the low reset most of the time. So it's like... I guess what I'm saying is you don't really know how stuff'll work until you try it against a human.

Very true, and even then there's a lot of factors that come into play to determine how useful something is.

Pretty much. The only drawback is the tear shot itself is mid so if they can pushblock the tear they can absolute guard and avoid any kind of high/low. Pushblocking single hits like that isn't the easiest thing in the world to do, though.

This is the sort of junk that I forget about, thank you for pointing that out. Also, depending on the spacing it can be difficult to have the napalm shot hit meaty, but I'm definitely gunna explore this in more depth.

I like where this discussion is going though

one last point I forgot to mention in an earlier post:
- As painwheel, at round start, it's possible for me to convert off of M buer and H buer using napalm shot and beat extend, respectively. The timing is a little wonky for H buer ( or may be character specific? ), but it's totally possible.
 
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Been a while and I feel like pouring out my heart into my skullgirls Training Diary

not much to write regarding my main team/problems/questions, etc... I haven't been putting much time into the game lately outside of playing at GU.

However, I did start messing around with Eliza a little bit, her combos don't seem too difficult and I like her air normals a lot, plus she's the first air dash character I've played so that's neat and refreshing. I'm trying to make a duo out of PW/Eliza, and it's just not really fitting ( at least not with PW on point, but I really like playing PW on point ). I can't find a good assist to support painwheel. Eliza seems to do fine with L Pinion, she can get some easier confirms midscreen with it and I personally like it as an assist in general, but I just can't figure anything to set for Eliza's assist. Here are my thoughts:

Sekmet Assist's in general - They're great due to having armor, but with Painwheel on point it's really shitty because shes already a low meter building character, and having an assist that drains meter is really counter-productive, and it's very noticeable in matches, so I'm not really a fan overall.

Butcher's Blade - Not bad, but it hits mid and does a lot of scaling, could be great for combo extensions though.

Carpenter's Axe - My preference of the Sekmet Assists, sort of slow though but it hits overhead, so it can make good high/low mixups/resets

Dive Of Horus - This is probably one of the better assists, it hits overhead and covers a decent amount of range, and it's pretty easy to convert off of. I just with it had invincibility so I can get away with poor assist calls

Bodyguard Throw ( i forget the name ) - Slow startups, and deals 0 damage, since it's an assist the scaling is already 50% which is fine. Since in beta, PW's H Buer works like A-Train and Excellebella, I think it could make for some really tricky resets. Havn't really tried it in a match though

H Osiris Spiral - I like this assist also, it covers more range than it seems, but like all of her assists it does not have invincibility. The chip on this move is amazing though, and works great as a combo extender or a lockdown assist.

tl;dr - I'm spoiled by L Beat Extend

edit : I a word
 
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I think Eliza's assists are really good for Painwheel actually, although you're right that none of them have reversal properties so your defense needs to be on point. However Eliza's tag is 15 frames and leads to full combos so that can be useful as a reversal in a pinch. Some stuff I would add:

Butcher's Blade - This is actually nuts for Painwheel because from full screen you can dash jump j.MP, if they block the j.MP you can block confirm and call Eliza. So you go from full screen to right in their face while they're blocking the assist for like a million years. It doesn't have armor on startup so it's not a reversal but you can call it during your combos in such a way that the armor is out before your opponent recovers, so if they try to reversal they get bopped by the spooky skeleton.

Carpenter's Axe - Like Butcher's Blade you can use this to make your setups safe, also there are incredibly stupid resets you can do with this where it's like a low immediately followed by a high or the other way around, and either way the whole thing is reversal safe. It's really dumb. I could try to find the videos if you're interested.

Dive of Horus - Like the Sekhmet assists you can use this to make your other setups safe, just call it such that if your opponent tries to do something Horus will be out and active to knock them out of it. See any of Sonic Fox's recent matches for an idea of what I'm talking about.

qcf+HK - I also do not know the name of this move. I think that it's a bad assist but you may be on the right track. Try doing it the other way around, when Eliza is on point use Painwheel H Reaper assist to create unblockables.
 
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definitely agree with a lot of your points, the only thing that really bothers me with the sekmet assists is the meter usage. tonight im gunna spend some time messing with 'Dive of Horus' ( qcf + mk ) since I haven't played matches with it yet
 
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YO CAN I GET IN ON THIS ACTION!?!?!

sure thing John ;0 I'll send you a PM tonight when I'm on