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General Gameplay Discussion

Does anyone know what happened here?
I never read this thread before but:
Not in blockstun, not holding back on superflash frame = not blocking. And you weren't holding back, so you got hit.

Also ken from what I've seen of you recently invincible assists won't save ya. S U CK S Q U A D did I get the spaces right this time? :^)
 
Thats true but I need the crutch.

You're also messing up the K right there to fuck with me, you ARENT SLICK!
 
If I ever lose to someone using Upper Khat, I'm committing sudoku.
 
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Son okay. LP Parasoul, HP Cerebella.

Why does Filia not have a color that goes with these? Someone with creative versace tastes help me out i'm stuck.

Yes this is so important.

If you suggest changing the Parasoul color i'm throwing CITATIONS don't test me.
 
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Magneto color it is I guess :/ or the red hair/purple hair color.
 
It is actually really hard to find a Filia color that matches the colors of 2 other characters. I seriously considered donating $400 during the Indiegogo just to get a Filia color that matches my other characters.
 
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Magneto color it is I guess :/ or the red hair/purple hair color.
I'd personally use LP MP because it uses red black and white, and then you have elements of red/black/white on all 3 characters with each character also representing a single one of those colors
 
Idk how to setup your colors perfectly, all i can say is i lose my shit if someone takes my colors first and fucks up my feng shui.

Color coordination is a must on sg and probably the biggest reason to go solo so one doesnt have to deal with this stress.
 
Idk how to setup your colors perfectly, all i can say is i lose my shit if someone takes my colors first and fucks up my feng shui.

Color coordination is a must on sg and probably the biggest reason to go solo so one doesnt have to deal with this stress.
This is exactly why I have a backup color combination. If someone takes my monochromes I go Bruins colors. Although if someone picked B&W Peacock and Bruins Big Band I'm not honestly sure what I'd do.
 
I've been seeing more and more people using the megadrive BB palette and it stresses me out.
 
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I've been seeing more and more people using the megadrive BB palette and it stresses me out.

Only cool people pick colors that don't match at all
 
I searched "effective resets" and "resetting effectively" and came up with very old threads, but I apologise in advance if this isn't supposed to be discussed here (it's a little more character specific and might be more beginner).

How do you do resets effectively?
So I'm playing Filia and I do the following combo:

blablabla launch
j.HK adc j.LK j.HP j.HK
OTG c.LK s.HP
IAD j.LK

At this point I've got me a left right low high mixup that also doubles as a burst bait. I'm currently in the stage of finding optimal combos at this undizzy (after the combo into reset I seem to average at about 95-100 undizzy so I'm trying to see how much optimal damage/how many reset points I can find in the following combo). I've got a burst bait combo (which I can post later) for this situation as well.

I've also got a combo that uses this reset much later and causes more undizzy (replace the OTG c.LK s.HP with OTG s.HP TK HK Airball dash s.MP s.HP) and I'm also in the stage of finding optimal combo stuff from there regarding damage and reset potential. However in all reset situation I find that to kill an opponent I have to reset once more after the original reset (unless they burst in which case I almost kill them with DHC)

TL;DR I've got a combo where I can reset early and reset late and in both situations I can reset twice and kill the opponent with spending two bars on a super -> DHC.

Now my question is, which would be more effective? Should I reset early and go for some damage right away, or should I do the variant with a later reset? If I do the early reset I can loop the same situation but they'd be at full undizzy so my combo would be small in that situation, or I can do some other reset (that wouldn't be as strong a mixup - something like c.MP c.HK~call assist left right mixup - but I'm still experimenting with optimal stuff. Like I said I'm still experimenting with combos so maybe I find stuff that allows me to kill early and with not a lot of resets, since I'm trying to optimise my mixups to be as dangerous as possible.

Also a point Mike brought up when I asked him this question (I was once in a Salty! stream chat and he read this question) was being random with when your reset is coming. I guess I should have some reset points before the actual reset point I like the most (like replacing the first launch j.HK adc j.LK j.HP with j.HK adc j.LK j.MP for a restand into a low/high/crossup, but the nature of my strings don't really allow for a lot of reset options)

I'm sorry if this didn't make any sense.
 
It makes sense but you are trying to be very specific about a topic that is always going to have some ambiguity to it.

To put it simply, the best option is the one that will work on your opponent.

In general, early resets seem optimal because you build more meter for yourself and less for the opponent. But it could also be argued that resetting later is better because you get more guaranteed damage before the point where the opponent could escape.

Basically it is a risk/reward valuation you have to make for yourself, some people prefer to do relentless early resets because in the situation they are successful, they end up in a better position meter wise for following characters.

Conversely, some people like to do long combos and end in for instance a burst bait / throw 50/50 that relies heavily on conditioning and will build your opponent lots of meter, but if you are conditioning well you can get an almost guaranteed kill from just one touch.

I'd suggest learning just a few solid reset points to begin with and practice conditioning your opponent to situations, see what works against people and develop your reset game from there.
 
Yep, just make up a bunch of reset points, learn them all. Use them all. Even if some of the reset points are highly gimmicky (teacup resets with double) they can still work once in a blue moon against players that simply FORGET to hold upback. It isnt so,ething to be doing every game or even every 5 games.... But once every 10-15 games can work, especially of youve conditioned your opponent to look for other kinds of resets.

Having played this game so long i can however tell you that there IS an optimal reset:

The one your opponent totally doesnt expect. When this happens that kind of reset is like 100% guaranteed.
The second best kind of reset is the kind that is tailor made to punish your opponents tendencies:

They mash alot? Burst bait them alot.
They down back alot? Cross them up or use a high.
They upback alot? Use lows, or fast crossups, or airthrows.

Lots of people are very predictable about their defense and you can tailor resets against them.
And of course if your opponent does like to do certain defensive maneuvers, then you should very rarely do something that out and out loses to their primary defense. Like you should rarely go for throws against upbackers, even if you really feel like youve conditioned them to not upback with low resets, you should still do something that doesnt lose to upback. Like basically just dont throw. Do anything else that can hit them, but dont throw. Throw when youve noticed that they over applied the dont jump defense... This isnt to take advantage of them being throwable, but to make them want to start upbacking again so you can hit them with some more juicy lows again in the future.
 
Sorry if this has been asked or clarified already, but will the PS4 and Vita versions of Skullgirls have lobbies like the Steam version?

Literally my only problem with this game on PS3. ):
 
Yes, PS3 and 360 are also supposed to get lobbies soon.
 
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Pushblock option select:

One of the oldest option selects in the game, i discovered it right when pbgc was announced, i figured others did as well, but in the games i see, i still see people not using this. It isnt foolprooof by any measn but its a great defense to have around and know about and choose to use in the situations that it becomes applicable.


Pushblock a move on anticipation, if its a 1 hit move, then your pushblock worked and they pushed out and you can resume neutral or whatever.

If however it was a multihit move, your pushblock will simultaneously get extended by all of the multihits hitstop frames and it will not push the opponent away.

You can react to this and pbgc ON REACTION to blocking the multihit move.


So its a super basic kind of "reactive option select" and something good to know and have around for use in sticky situations.

Big band is a monster through use of this "reactive option select" and can destroy teams.
 
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That's not an option select at all.

An option select would be a single set of inputs that allows the game-state to dictate the result.
 
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Fun fact:peacock,filia,squigly when in the corner can AC the burst and it hits the oppoent and can do gregor , sbo argus etc
Big Band can alpha counter into brass knuckle and it'll hit
 
That's not an option select at all.

An option select would be a single set of inputs that allows the game-state to dictate the result.

That's right, but there's something to be said about a reaction-based "OS"-style type thing that is sorta the same result. It's like buffering c.MK Fireball with Ryu, but reacting to your opponent jumping while you're c.MK-ing and uppercutting them. In the end you're covering two situations perfectly with just reaction.
 
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That's not an option select at all.

An option select would be a single set of inputs that allows the game-state to dictate the result.
Or something that covers 2 circumstances or more.

I know what an option select in sf4 terms is and how "I" define them differently.

Also, if you want to get "sf4" technical, the pushblock is the option select. As it chooses whether you push the opponent away or not depending on what type of blockstun you are in. Which is an option select according to your own limited definition.


In this case you simply add in a reactive element at the end according to what kind of pushblock you got.
 
Or something that covers 2 circumstances or more.

I know what an option select in sf4 terms is and how "I" define them differently.

Also, if you want to get "sf4" technical, the pushblock is the option select. As it chooses whether you push the opponent away or not depending on what type of blockstun you are in. Which is an option select according to your own limited definition.


In this case you simply add in a reactive element at the end according to what kind of pushblock you got.

Fine, define option select however you like but don't complain when other people get confused because you're using it completely differently than them.

What you're describing is closer to a hit-confirm then it is to an option select. Pushblock-confirm, if you'd like.
 
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Fine, define option select however you like but don't complain when other people get confused because you're using it completely differently than them.

What you're describing is closer to a hit-confirm then it is to an option select. Pushblock-confirm, if you'd like.


Its an option select, i dont understand whats so hard to understand.

You DO understand that there are more kinds of option selects other than wiff option selects dont you?

There are meter option selects, wiff option selects, crouch tech option selects etc etc.

Using the term option select here to refer to the game selecting to push your opponent out or not, perfectly conforms to what an option select is.

Using it in a reactable way after the fact doesnt stop it from being an os any more than using a post tech confirm on a successful throw tech, or a cr.lk os tech confirm into bnb damage changes the fact that your first cr.lk was an os tech.


Its just layers of tech being added onto each other. It is simple in concept to understand and apply and only the most rote people out there would disagree. And they would be wrong since wiff option selects were only highly popularized/known about via sf4 and that option selects were known and used waaay before that to describe things that are not wiff option selects.

Case in point chun sitting on 95% meter in 3s. If she wiffs or gets her next cr.mk blocked she wont have enough meter to cancel into super, but since more meter is made on hit than on wiff, if she HITS with her cr.mk then she CAN cancel into super. This is a meter option select, and a famous OLD one at that. One input gives you 2 different things very clearly... Either nothing on block/wiff, or a hitconfirm into super on hit.


And there are LOTS more. 3s is ridden with option selects all over the place, many of which do not conform to sf4 wiff style option selects such as the chun one i described, as well as crouchteching.


Trying to call the pushblock os that i just described, as some new new shit could actually be looked at as a compliment... But no man, its just a simple os. A powerful one that more people need to use if they arent already using it purposefully.

Good day.
 
Okay, so all the things you described? Chun OS, crouch tech, etc? Those are option selects. An option select is when you do an input that has multiple outcomes and the game chooses the good one for you. The game selects the right option. Crouch tech OSes a fast normal with a throw tech. YRC BB OSes a burst bait into every hit of a gatling. By definition, you can tell something's an OS if you can record a training dummy doing it and get the dummy to perform multiple ideal outcomes using that singular recording.

"Reactive option select" isn't a thing. That's like saying holding back and then doing a jab is "hit-blocking;" it borderlines on Smashboards levels of trying to define anything as a secret technique.

The pushblock thing you described? It's just basic pushblocking. No tech.
 
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Okay, so all the things you described? Chun OS, crouch tech, etc? Those are option selects. An option select is when you do an input that has multiple outcomes and the game chooses the good one for you.

Technically there are also OSes where the game always picks the wrong option. They're totally worthless in a match but they do exist.
 
Yes, that is true. Not every option select is a useful or even good one.
 
If you play someone like Parasoul, Squigly or Eliza

I hope you realize your blockstring may be able to be easily punished via pushblock

2015 and we still have Parasoul players autopiloting s.HP(2) xx LP Shot

Please don't, we're better than this
 
You do know a good portion of her normals on block is -. Dont say "oh check with clk". Not defending anything but i see the logic in why people would chance the reward to go into a +3 move with napalm shot.
 
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If get PBGC'ed for doing something as Squigly... you're failing at Squigly. Stancel everything
 
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You do know a good portion of her normals on block is -. Dont say "oh check with clk". Not defending anything but i see the logic in why people would chance the reward to go into a +3 move with napalm shot.
So you would rather eat a super than be negative on block? There's no justifying it.

It isn't even PBGC, it's literally just pushblock and Parasoul whiffs her shit and you get a punish.
 
ok dude that may or may not play parasoul. Then TELL para players what they could do.
tired of you players saying "pls dont do this" and then be the twit to not suggest alternatives. Sorry if i come off as a prick but rhis is rediculous how players dont really help other players in certain occurances. For example instead of saying "this is 2015 stop doing napalm shotal after s.hp" you could say "vary where you choose to napalm shot during your block strings" there's more to this but i'll wait for another time

BTW a good portion of the negative are either poke punishable or super punishable.
 
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The alternative is

Don't fucking do it lol

I don't play Parasoul anymore and haven't for a year but it doesn't matter, it's a GLARING WEAKNESS. Do c.LK c.MK or some shit or do s.HP(1).

Yeah keep doing it, I'll just skip past go and collect my free punish.
 
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The alternative is

Don't fucking do it lol

I don't play Parasoul anymore and haven't for a year but it doesn't matter, it's a GLARING WEAKNESS. Do c.LK c.MK or some shit or do s.HP(1).

Yeah keep doing it, I'll just skip past go and collect my free punish.
That was just....terrible. like....... i dont Even know why you even replied tbh.

Edit: it does matter whether you played parasoul or not and even matters more if you're proficient because it helps other para players how to properly attack i'm sure others (me since i'm picking up para for a sub team) would be delighted in hearing wisdom not snickering dead ends which annoys me cause then you're telling me (lol dont pick this character) instead of actually saying an actual suggestion cause your first message basically lol dont do this then you repeated it again like we're incompentent. Either have better suggestion or ask or inform us about the characters you currently play since you're still up to date with them and therefore be useful to us