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Don't Get Cooked Goose, git gud

Choose Goose

#sadboys
Joined
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Messages
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Age
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Valentine Ms. Fortune Double
I didn't want to start one of these because lazy, but I don't want to be burdened with having to remember all the things I need to work on.

General:
  • Get more familiar with when you can kill a character (ie pay attention to their health, your meter, location on screen,etc)
  • Mixup your mixups more
  • Bait "mashed" supers more
(My) Val:
  • Practice double snap combo more
  • Vial more
  • Learn spacing for shurikens
  • Throw more
  • Work on that fastfall rununder crossover more (the mind games)
(My) Ms.Fortune:
  • Lots of practice wrt learning her neutral to do
  • j.LK is tits
  • Practice double snaps
  • Practice/use/get comfortable with resetting with her.
(My) Dubble:
  • Work on confirming the s.LK in your BNB 1000% against other Doubles (WHAT ARE YOU DOING WITH YOUR LIFE?)
  • Practice current burst baits, work on more that work on people who don't mash (or atleast work on what to do after they don't mash)
  • Catheads more, Maoi Head less (unless being a dick)

Matchup Issues:
  • Generally: pay more attention to opponents actions. This is a 2P game.
  • Cerebella: command grabs, tick throws, jumping in when they have meter and you know they're gonna dynamo
  • Filia: Learn the damn block string
  • Peacock: Learn the damn platforming game
  • Squiggly: Play more Squigglys? I'm never totally sure what to do against her.
  • Double: dropping bnb, dropping bnb, dropping bnb
  • Ms. Fortune: Head-off, apply directly to your losing streak
  • Valentine: Recognizing resets that specific players use, become more aware of her spacing/zoning
  • Parasoul: Bait more pillars (don't get hit), learn their high/lows
Short Term Goals:
  • Come up with a training menu that consists of more than "do some bnbs, do some resets, eh I'm bored lets jump on quick match"
  • Balance need to complete all my term projects and my desire to play vidya games
  • Work on mindfulness

Long Term Goals:
  • ~git gud~
  • Be smug as shit
  • EVO??

List of Nuts to Stomp (in no particular order):
  • Hlvn
  • Pet
  • GirlyStyle
  • CorpseFeet
  • Skarmand
  • Bududubdudupz
 
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Played a loooooooooongass set with pet last night. http://www.twitch.tv/chooseagoose/b/507269204 Started as a FT10 that turned into a FT22

I really felt like some of the training I put in this week (Val resets, the s.LK link in the Double bnb) really paid off.

Specific things I should work on following the set:
  • Double snaps - I had a few opportunities to doublesnap, but I sorta derped out and just kept doing my bnb. Pet on the other hand won a few matches due to his snappy double snaps.
  • Assist calls - for the most part I avoided his assists, but there were still times I'd mindless jump in. I also noticed my tendency to hold down-back and call assists, which is bad (throws lel). Also calling them in the corner needs to stop until I stop being bad.
  • Ms.Fortune neutral and resets - I need to figure out more than just j.HP adc j.HP, work on converting off supers (esp in the corner), and practice her resets more. I don't think I intentionally reset with her at all during the entire set.
 
Why am I first on the list of nuts to stomp. D:

For doublesnaps, I usually use these:

-Double-
snap, whatever into launch, j.MP, j.HK, land, j.MP, j.HK repeat
or
snap, whatever into launch, HPLuger c.LK, st.HK, HP Luger, c.LK, st.HK, HP Luger, repeat

-Fortune-
snap, c.LK, c.HP, jump straight up, airdash forward, j.HK, repeat

-Valentine-
snap, c.LK, c.HP, j.HP, ADC j.HP, c.HP, j.HP, ADC j.HP, repeat.
 
Why am I first on the list of nuts to stomp. D:

~what ever do you mean~

Thanks for the comboz, pet used the first Double doublesnap (quadruplesnap?) combo, and I just watched my health disappear. I can do the Val one, I just need to work on transitioning from catching 2 characters -> carry to corner -> snap.
 
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Played 2 sets tonight, 1 great, 1 terrible.

FT5 (then FT7 double or nothing) with Midiman
  • Whiff'd a lot of throws, but on the flip side I threw a bit more than usual
  • I still don't know shit about Squiggly
  • Fortune neutral where
Massacred by just a cow
  • I think I made a bunch of bad assist calls, this is a habit that needs to be broken asap
  • I think I needed to punish his assist calls more, or atleast hit them.
  • Mashed some supers out of frusteration
Sensei please teach me patience
 
snap, whatever into launch, HPLuger c.LK, st.HK, HP Luger, c.LK, st.HK, HP Luger, repeat

Totes just remembered/realized that HP luger will whiff on certain characters in the corner.

Streamed some more quick match and another set with pet. It's now clear to me that learning double snaps, and how to properly carry 2 characters to the corner for said snap is what I need to work on next.
 
Totes just remembered/realized that HP luger will whiff on certain characters in the corner.

Streamed some more quick match and another set with pet. It's now clear to me that learning double snaps, and how to properly carry 2 characters to the corner for said snap is what I need to work on next.

Yeah, I never really use the HP luger one. Sage uses it to style on people, but I just go with the braindead j.MP, j.HK thing.
 
~Post-Never Being Top 8 update~
After a weekend of being bad at Skullgirls, I find my efforts to git gud re-energized.

Recognizing I need more practice against Peacock, I played like 12~ games with @worldjem and 20~ with @Skarmand last night. I think I won 2 or 3 matches total, but I felt like I wasn't getting outright stomped.

Things learned:
  • Always be on guard for teleportation mixups (hairball w/ worldjem and pillar w/ skarmand)
  • Be patient while constantly looking for a gap in the projectile wall, then go HAM
  • In the Skarmand matches, rather than always trying to force my way close to Peacock I sometimes tried to get to a range where he would telepillar. This would put him in my range and if I successfully blocked/avoided the pillar I could do some decent damage.
  • Need to get a better grasp on the ranges of my attacks with all manners of dashes and adcs thrown in.
  • I also need to beter understand the spacing on all of the other cast members (ASAP!)
  • A couple times against Skarmand, I dropped my Double bnb in the same place. At the time I attempted to avoid this by using a slightly different bnb (worked once I think?), but today I thought about the viability of using a burst bait at that same spot.
Another thing I pondered today was something @GirlyStyle mentioned he's been aiming for/doing with his combos. Paraphrasing what he said to something along the lines of "ending my combos so it sets up an oki situation", this is a line of play I will defs investigate. He also said "I like the way he [moi] mindlessly presses buttons", having your fraud revealed hurts.

Also adding "learn headless fortune" to my to-do list. MY PRIDE ;_;
 
Another thing I pondered today was something @GirlyStyle mentioned he's been aiming for/doing with his combos. Paraphrasing what he said to something along the lines of "ending my combos so it sets up an oki situation", this is a line of play I will defs investigate.

It's definitely a good way to think. With our community/metagame being so preoccupied with crazy optimal damage combos, they often forget how they end up once the damage is done.

For example, the reason I like my basic Val combo is not that it does crazy damage, but that it's something like a 75% stage carry with Bomber assist that ends in either restand on the final chain and/or hard knockdown if I want.

There's a point in the tourney matches where I ended a combo in HK Buer > flying j.MP and the commentary mentioned something about not being able to make it to the corner as if there should be more optimized corner combo ending everything, when really I just wanted them in the corner for more pressure.

The one happy birthday combo I got against Skarmand ended with LK buer for the same reason, because I wanted to see if I could get him in the corner if he would tech backwards, or go for possible mixup if he teched out and towards me.

Then there was also a point where I just repeatedly clipped corner combos on Alxreaper after getting the first few buers. I knew Alx was nervous and that I was ahead in the set, so I opted to take pressure/pacing over optimal damage. The corner buer combo is mostly frontloaded damage anyways, the first few buers do something like 5k..
..while everything after the launch is the 6-9k.
 
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All of my uh.. 'combos' (almost) end in hey are you ready for a mixup. You weren't even ready for that sentence. Yeah.
 
just to expand upon what i meant:

its not even just combos, but I think that people go for resets even to quickly in SG; everyone runs on this kind of auto pilot mentality (except for some of the really good players out there, obviously).

people always get really confused when they do some kind of reset crossup after their first combo and I just block it. they don't realize that i know that they know what a cross up is, and if i just hold that direction there's a good chance i will block it and pushblock them out or reversal it. either way you have a decent chance of getting out of the situation and resetting the neutral

knockdown oki gives you that breath which allows you to maintain a sense of pressure AND learn something about your opponent. Something I will do is my bnb with parasoul, and end with cr.hk xx bike.

It doesn't really provide a mixup, but it will tell me if they like to mash reversals or which way they tech, while I get to keep perfect positional advantage. Once I know how they will respond in a panic situation is when I will run a mixup. It becomes more guaranteed. Also from this knowledge I can take educated guesses on how they will respond to other scenarios. It lets you know what kind of player they are.

The key is becoming confident enough in your neutral to give up hitting them.

Remember that pressure =/= touching your opponent, but is only 100% screen positioning. As long as you know which parts of the screen you can be at that force your opponent to make a decision, you should always be feeling good about a match. if you have beat them once in the neutral, you can beat them again.

Find your own personal ways to test your opponent. Remember that you always have the ability to score more damage on your opponent, but you don't always have the ability to have an optimal position.
 
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Remember that pressure =/= touching your opponent, but is only 100% screen positioning. As long as you know which parts of the screen you can be at that force your opponent to make a decision, you should always be feeling good about a match. if you have beat them once in the neutral, you can beat them again.

I think this is really the key right here. I feel like I still have a lot to learn about spacing and at what range I can do things (lel calling lk bomber full screen away). Watching some p good parasoul players provides great examples of this.

On the upside mentally going "they would probably super if I dropped this" and then drop, block, and punish is really satisfying.

Unrelated Notes From Playing For A Longass Time Last Night:
  • PEOPLE KNOW YOU UPBACK 24/7 SO YOU GOTTA KNOW THEY KNOW AND BE PREPARED TO TECH THROWS
  • Figure out what to do when people (I'M LOOKIN AT YOU STUFF) decided to play keepaway with all their characters. Do I just chill and punish their assists? Part of me thinks that's boring but I guess I gotta deal
  • Slowly becoming more patient except for those times I'm not and just jump-in heavy 24/7
 
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I think this is really the key right here. I feel like I still have a lot to learn about spacing and at what range I can do things (lel calling lk bomber full screen away). Watching some p good parasoul players provides great examples of this.

Watch Konkrete and Duck. Those two are really smart about spacing.
 
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How to beat Stuff in five easy steps

By Stuff

Step 1. Wonder why you even lost to Stuff in the first place.

Step 2. Keep pressuring because Stuff never does Fiber Upper, odd for a fortune player.

Step 3. Don't get hit by Devil Horns (no ground hitbox! Bad vertical hitbox!) and murder Fortune.

Step 4. Bella is free do whatever.

Step 5. So you got to double? Punish the double jumps and you win.

Notes: He'll always overhead no matter what. El Gato is punishable before it hits mash super or some shit like everyone else does.

(I'd also like to point out that there are literally hundreds of chances to double snap me)
 
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lel Stuff's last post was at 4:20

So while I've got some time to kill before an exam I thought I'd jot down some notes about games n shit I've played in the last week or so.

Set I played w/ HLVN:
  • TODO - skim through match video and do a good analysis on this. Would be beneficial for hlvn too~
Set I played w/Dave:
  • I need to be prepared to air throw if I upback. Hue.
Set I played w/ Wingzero:
  • I got straight up trucked
  • Wingzero's/Filia's mixup game is redic (as if that needed confirmation)
  • I know generally vs solos you want to keep the pressure on, but perhaps resetting is not what I want to be doing (esp when I make a mistake and get instagibbed)
  • Realized I attempt to throw way too much (in the words of Stuff - "perhaps throw is not the best option"). Is this just a bad habit from when QM was full of newbs? I need to break this quick
Set I played w/ AgentJ:
  • Yo Big Band what
  • Agent J made me realized I up back 2much2furiously, that BB assist opened me up.
  • BB is also visually distracting (for now).
  • I should probs rewatch some of the matches and mark this up better
Set I played w/Maji:
  • Big Band + Solo = ugrghruhgurhg
  • I think a lot of my issues against him will be solved with more matches against Big Band (ie his moves, his spacing, etc)
  • I had also been playing SG for a couple of hours at this point only breaking for water in, water out, so I was p mentally exhausted by the end of it

  • I think I need to switch over to beta mode exclusively until beta becomes retail. I need to familiarize myself with the new Fortune j.HP changes and also practice my combos on Big Bando
  • I might need to move when I play SG. Since I normally prioritize school before SG (That's a good thing I guess), I only play SG at 10pm or later. Being West Coast means a lot of people are sleeping. Not knocking my Best Coast bros but I'm always in need of more/different match ups.
 
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Quick thing I noticed in your matches with Midiman last night:

Practice following up bomber hit confirms with Fortune. You have these down with Val (i.e., run behind it and c.HP or st.LP) but you tend to go for a j.HP with Fortune instead of running behind it and just jabbing to convert.
 
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List of Nuts to Stomp (in no particular order):
  • Hlvn
  • Pet
  • GirlyStyle
  • CorpseFeet
  • Skarmand
  • Bududubdudupz
  • Not-RetroStation
I am offended by this list! You will not make any progress unless you defeat me in combat!

#Kappa

Seriously, though, I'm more than happy to help out with the Squig MU, if you need it.
 
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Quick thing I noticed in your matches with Midiman last night:

Practice following up bomber hit confirms with Fortune. You have these down with Val (i.e., run behind it and c.HP or st.LP) but you tend to go for a j.HP with Fortune instead of running behind it and just jabbing to convert.

Thanks for pointing this out, been too concerned with COMBOZ lately.

Seriously, though, I'm more than happy to help out with the Squig MU, if you need it.

Swaaag, are we friends on steam?
 
Yeah; we just never get around to playing each other lol
 
[01:13] <@Duckator> Stop calling your assist right as you're about to die
 
I think it's been long enough time since I started this to update my "goals" list.

General:
  • Learn to neutral. Learn to neutral. Learn to neutral.
  • Bait more shit
  • Don't be so obvious with approaches
  • Don't make shitty assist calls
(My) Val:
  • Practice double snap combo more
  • Learn to use more of her moves
  • Work on that fastfall rununder crossover more (the mind games)
(My) Ms.Fortune:
  • Learn appropiate time/spacing for fiber(s)
  • Learn ANYTHING reset-wise
  • Practice double snaps
  • Head-off?
(My) Dubble:
  • Work out some new reset points
  • Stop grabbing so much in places where you can c.LK
  • Double snaps er summat
Short Term Goals:
  • Come up with a training menu that consists of more than "do some bnbs, do some resets, eh I'm bored lets jump on quick match"
  • Don't get so frusterated when zoning happens
Long Term Goals:
  • ~git gud~
 
Played a good ass set with @hlvn . Recorded it, so I'll up that later as well as some notes from our post-set brainstorm.
 
Played a good ass set with @hlvn . Recorded it, so I'll up that later as well as some notes from our post-set brainstorm.

please do, i didn't record it and now regret it immensely.

great games. <3
 

Quick Notes on the flow of the game and how they related to hlvn's character choices.

Filia/Dobble/PW: His patient Filia threw my rhythm off a bit, especially his use of that ground spiral spike-y thing. I underestimated his double for whatever reason the first 2 or so games and paid the price for it. Anchor PW is an interesting choice, but mentally I feel like I have no real reason to fear PW. Hlvn decides to swap out Filia after wrecking my shit in 2 games,

Cere/Dobble/PW: I think Cerebella is one of my worst match ups, if not /the/ worst. It might be related to my tendency to throw all day erryday, and so command grabs bop me. I tend to eat a lot of her air normals trying to get in, so this is a character I dread playing.

Val/Dobble/PW: While his Val isn't the worst I've ever seen, I know he's still learning/trying her out. I also know what val can do just because I play her too. These factors contribute to a mental confidence against this final comp that the last two comps didn't inspire.

tl;dr if he had stuck with Filia/Cere on point I don't think I could have ran it back.
 

Quick Notes on the flow of the game and how they related to hlvn's character choices.

Filia/Dobble/PW: His patient Filia threw my rhythm off a bit, especially his use of that ground spiral spike-y thing. I underestimated his double for whatever reason the first 2 or so games and paid the price for it. Anchor PW is an interesting choice, but mentally I feel like I have no real reason to fear PW. Hlvn decides to swap out Filia after wrecking my shit in 2 games,

Cere/Dobble/PW: I think Cerebella is one of my worst match ups, if not /the/ worst. It might be related to my tendency to throw all day erryday, and so command grabs bop me. I tend to eat a lot of her air normals trying to get in, so this is a character I dread playing.

Val/Dobble/PW: While his Val isn't the worst I've ever seen, I know he's still learning/trying her out. I also know what val can do just because I play her too. These factors contribute to a mental confidence against this final comp that the last two comps didn't inspire.

tl;dr if he had stuck with Filia/Cere on point I don't think I could have ran it back.

Anchor Painwheel is pretty bad. The real point of Fil/Double/PW ordering instead of Negus' order is that Filia gets the meter and whatever damage she can to make Car > Install work. Double is still the true anchor. If it actually plays out in your favor and Painwheel actually goes in as anchor with a bunch of meter, it's almost entirely going to be defined by PBGC Threshers or level 3 combos which isn't the greatest.

I think if you focus on using sHK + Bomber well (medium moreso than light) with patient ninja stars, you'll have an easier time on the ground vs. bellas that like to push buttons, especially air buttons.

Filia is just a hot ghetto mess.

My val is functional enough. You ran it back because you got the eye of the tiger. <3
 
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Why am I first on the list of nuts to stomp. D:

For doublesnaps, I usually use these:

-Double-
snap, whatever into launch, j.MP, j.HK, land, j.MP, j.HK repeat
or
snap, whatever into launch, HPLuger c.LK, st.HK, HP Luger, c.LK, st.HK, HP Luger, repeat

-Fortune-
snap, c.LK, c.HP, jump straight up, airdash forward, j.HK, repeat

-Valentine-
snap, c.LK, c.HP, j.HP, ADC j.HP, c.HP, j.HP, ADC j.HP, repeat.


my favorite Double Doublesnap: [sLK sHK Fridge]xN
 
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my favorite Double Doublesnap: [sLK sHK Fridge]xN

Yeah, I just read about this one the other day and started using it.

The damage/speed/unscaling is really good.
 
Play a sev against set last night and went 35-4! It's not all terrible as I was focused on identifying the factors that lead to my many losses while playing.

Highlights (for kids!):
-Actually doublesnapping and getting kill(s) with it. (I think this really seperates good/not so good players)
-Not being dumb with assist calls
-Blocking Parasoul's mixups (sometimes)
-Killing a shitload of things with fortune.
-Following up butt with shurikens or just using shuriken more, it seemed to mess up sev's rhythm/give him less breathing room.

The inverse of highlights (for adults!):
-Val getting killed a shitload
-Most of my reset attempts lead to death
 
vB6SKRG.gif


I spent my training mode time on this
 
I love you.