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I'm McPeanuts I made a thread


Our set is uploaded. GGs @mcpeanuts

I'll work on my mic audio next time so it doesn't sound like I live in a tin can.
 
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Thanks for the games Fullbleed and thanks for uploading the set. I feel weird requesting Skype but it really does make sets more fun and less frustrating.

My notez, gonna try to leave out anything about execution errors or missed reversals since there's a fucking hour of matches, suffice to say I'm incredibly bad and should practice my combos for at least 25 hours a day.

0:13 - Not the right spacing for L Brass. Thought it would anti air. Gonna just keep L Brassing all the time until I get a more intuitive sense of what the spacing is. Anyways Big Band lost 60% of his life for this.
2:05 - Got way too greedy, I think H Brass was a good idea since it would have definitely chipped but I should have waited to see Fukua exhaust all her air options then done it as she was falling.
2:48 - You know it's funny, as I was doing this double snap I thought "wait, this is the wrong one, this one doesn't work on heavies". Then I got a rep of it. I guess it does work but you just have to time it right. I should practice this. Also I did the standard noob idiot shitlord thing of not snapping the character I intended to double snap; if I had done the right one then dropping this wouldn't be so bad, it would have been Big Band coming in and he would have lost all his red life.
3:00 - wrong snap again holy shit I'm great at this game
3:19 - NOT a good idea to go for Cymbal Clash when the head is under you. I learned this from Caio the other day but forgot about it. Need more Fortune experience.
3:30 - Probably should have DHC'd even though I didn't need it to kill just to get Double in. Been a while since I've had Double on the team and I need to get used to the idea that I can't tag her in safely after a kill.
4:32 - Was sort of under the impression that j.HK + assist was something I could just do without thinking, but I guess if they block and call assist you kind of lose the game, huh. Considering a lot of people like to block and call assist for neutral I think this is one of those things I shouldn't break out all too often.
4:55 - This didn't beat Fiber, actually, if you pause you can see the startup of Fortune s.HK.
8:15 - I should practice doing this conversion without my assist. Even better, I should have done instant j.LK instead of instant j.MK because that's and instant overhead too and it's safer + easier to confirm. Something that's been on the docket since forever is bothering to learn which characters you can instant overhead with j.LK, I should get on that.
9:18 - On my end I saw Fullbleed in the lobby here. I guess on his end I was invisible. Weird. Lobbies, so good.
10:40 - Man you cannot call M Bomber like this what am I doing
You know I don't have a lot to say about this one. I probably should have not dropped things and blocked right, though.
This game also was sort of like whatever, I got hit with a Drill assist when I went in with item drop but I feel like that's more a good decision by Fullbleed and not so much a bad decision on my part.
16:54 - I thought I was going to run out of undizzy so I went for the only reset I could which was another overhead. Actually I could have landed and gone right into super to kill. Even safer would have been not to do an air series at all, just go right into A B C super.
20:19 - I realize now what happened here is j.LK didn't hit fully and as a result I couldn't combo into Cymbal Clash. I guess? I didn't know that was a thing. Something to be aware of when attempting this hit confirm.
holy fuck peacock is cheap
I think it's really good and fair that I had the meter to do SSJ into cat heads twice this game, thank you based Peacock
26:06 thru 26:17 - This is why I don't go for parries in tournament, if you were wondering.
27:10 - Forgot that this fastfall doesn't work on Big Band. He's too big (and band) and the j.HP connects rather than whiffing.
29:58 - Well I guess this decision sort of lost me the game! Another application of M Bomber assist that is actually not safe and in fact will get both characters killed. Good to know.
I should have blocked the right ways instead of the wrong ways
33:29 - I think the Arguses I did earlier should have not been Arguses so that I would have meter to DHC when Big Band came in. There wasn't a reason to spend the meter as Peacock, it wasn't gonna kill.
36:01 - Again bad use of meter, Peacock had sort of done her job on this team of giving me 2 bars so that I don't have to think on incoming and then I spent it here for actually no reason (didn't even need the Argus to convert off M gun here, I could have just comboed off the wall bounce). Definitely should have let her die after the Argus didn't hit, too.
38:35 - Should have been more ready for this after the Argus. Without meter I can't punish his Giant Step on reaction, so I should have been expecting one. Could have cancelled into fake teleport if I saw it since I was doing s.HP at the time.
39:09 - I think the idea here was that Double assist would force Fortune to block, which would let me charge H item, and the threat of H item would let me throw planes. The Big Band counter call kinda fucked everything up. Honestly you don't get a ton out of charging H item anyways and when something goes wrong you have situations like this where your zoning is all fucked up and broken. I should really just not use it as much.
40:39 - After 18 games plus the other games that weren't recorded I have finally caught on to this tendency, I'm gr8
41:17 - Man why do I have L Beat Extend if I'm not going to call it in situations like this. Even the chip would have done it.
43:06 - In retrospect the decision to not DHC was probably fine, the next Argus I did a little bit later completely invalidated it though. Gotta realize if Big Band is on the screen you cannot make your Argus safe with item drop (you cannot in fact do that ever if they PBGC, but it is especially not good in this situation).
45:34 - Probably should not have called Big Band while not holding downback. Arguably should not have called him at all. What really annoyed me is I went for c.LK to trip guard but it didn't go the right way, and I spend the next 100 frames or so being confused about it and got hit as a result.
47:16 - Bad assist call again, I didn't get punished but this was seriously the only way I could have lost this game. It would have literally been better to take my hands off the stick and let Peacock die.
I like the part where Peacock never died
51:46 - Again, this DHC was really dumb and letting Peacock die would have been significantly better.
52:12 thru when Double dies - I don't know why I didn't Car DHC Lenny here? Maybe I didn't see an opportunity to do so at the time. That's what I should have done though.
53:34 - omggggggggggg stop calling Big Band while not blocking

don't watch the rest of this game
56:16 - I'm going to give my past self the benefit of the doubt and assume this Peacock call was supposed to be Beat Extend.
57:52 - I lost track of the number of games somewhere, I think. I'm not going to go back and fix it.
58:16 - Wow this is a bad mixup. I should have at least gone low or something.
58:22 - This actually works out for once but it's still wrong.

Anyways those are my notes, based on that I should, I don't know, something. Play better Skullgirls, I think. GGs to Fullbleed again.

Also random things I wanna try when I have the chance:
-With Big Band, s.HP, j.LP j.LK (1 hit) j.MP j.HK (whiff) tech forward + call assist: I feel like this would work as a crossup. Wanted to try it out this morning but didn't think about it until I had packed my monitor to bring to GU tonight, and it's been bothering me all day (when's Skullgirls on Vita)
-Also with Big Band, after a midscreen kill, dash foward c.MK. I feel like this can cross under. Also has been bothering me all day. If this works I'll have a real 3 way mixup on incoming as Big Band midscreen.
 
Also random things I wanna try when I have the chance:
-With Big Band, s.HP, j.LP j.LK (1 hit) j.MP j.HK (whiff) tech forward + call assist: I feel like this would work as a crossup. Wanted to try it out this morning but didn't think about it until I had packed my monitor to bring to GU tonight, and it's been bothering me all day (when's Skullgirls on Vita)
-Also with Big Band, after a midscreen kill, dash foward c.MK. I feel like this can cross under. Also has been bothering me all day. If this works I'll have a real 3 way mixup on incoming as Big Band midscreen.
First one doesn't work, you can't call assists after jump cancelling a launcher even after the combo ends. It's too bad cause other than that one thing it totally would work! Maybe I can figure out another place in my BNB where I can put that. After Beat Extend, maybe, since you pick them up without a launcher at that part.

Second thing also doesn't work, if you dash forward far enough that you could cross under them, they come in on the other side. Blorrrrrrrrrf.
 
First one doesn't work, you can't call assists after jump cancelling a launcher even after the combo ends.
That's because you get a superjump when you jump cancel a launcher, and you can't call assists during superjumps. If you can find a setup where you can do a normal jump during a combo you'd be able to set it up.
 
I'm getting a little more confident in the spacing for L Brass. It's funny, now that I'm putting in any effort at all into spacing, it's getting easier to do. Something else I want to work on is anti airing with c.MK. Back when the character was in beta I actually tested this normal against a variety of jump in moves and it beats most things clean if timed right (except Val j.HP, which is just too disjointed to ever beat (Val is low tier)). So like, I probably should be doing it. It's pretty safe as long as you don't fuck up the timing, and as long as they don't empty jump while calling an assist.
That's because you get a superjump when you jump cancel a launcher, and you can't call assists during superjumps. If you can find a setup where you can do a normal jump during a combo you'd be able to set it up.
It does actually work off Beat Extend, I tried that. The issue now is I need to figure out a different way for the mixup to go, other than always being a crossup. Tried real hard to find some sort of string off Beat Extend that could be either a crossup or throw but I wasn't able to come up with anything:

-Beat Extend, j.LK j.MKx2: Air throw is possible but j.HK will hit so you can't do the crossup
-Beat Extend, j.LK wait: j.HK can be made to whiff here but an air throw isn't possible
-Beat Extend, j.LP j.LK (1 hit) j.MP: Can't actually seem to do either here? Which is weird cause this is the traditional air throw reset with Big Band but it doesn't work starting from Beat Extend. They're not high enough I guess.

I'll keep trying stuff, I feel like there's a really stupid three way mixup in here somewhere.
 
-Beat Extend, j.LP j.LK (1 hit) j.MP: Can't actually seem to do either here? Which is weird cause this is the traditional air throw reset with Big Band but it doesn't work starting from Beat Extend. They're not high enough I guess.
How about j.lk j.mp (rejump) j.lp j.lk j.mp?
 
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How about j.lk j.mp (rejump) j.lp j.lk j.mp?
I'll give that a shot when I get home (whennnnnnnnnnnnns Vitaaaaaaaaaaaaaa)
 
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whenever you do stuff with fukua pls tag me so i can get some ideas from you.
idk if I'm gonna keep playing Fukua, I don't actually like this character's neutral =/ I liked the idea of zoning with her but she doesn't have the tools to get to the ideal spacing for it (no air backdash + shitty ground backdash), so once they're at like half screen or so you basically have to play footsies, which I don't find as much fun.
 
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Fukua shitty ground backdash

Huh? I thought her having Filia's backwards wavedash on a zoning character was a thing

Edit - yeah after checking it's way slower than Filia's; thought it had the same speed/frame data but it doesn't. Filia can back wavedash just a little bit slower than Ms. Fortune runs forward
 
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This seems pretty obvious in hindsight, but here's a three-way mixup after beat extend that isn't uselessly slow like regular e-break crossups

(Crossup/not crossup/air throw)
Pretty sure it also can't be double-jumped out of.
 
Huh? I thought her having Filia's backwards wavedash on a zoning character was a thing

Edit - yeah after checking it's way slower than Filia's; thought it had the same speed/frame data but it doesn't. Filia can back wavedash just a little bit slower than Ms. Fortune runs forward
I'm comparing more to Peacock's backdash, which might not be fair because Peacock has the best backdash in the game. But still like Fukua just does not have a way to move backwards faster than the opponent can move forwards, so once they're in they stay in.
This seems pretty obvious in hindsight, but here's a three-way mixup after beat extend that isn't uselessly slow like regular e-break crossups
(Crossup/not crossup/air throw)
Pretty sure it also can't be double-jumped out of.
Yesssssss thank you zeknife this is exactly what I was looking for.
 
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I'm getting a little more confident in the spacing for L Brass. It's funny, now that I'm putting in any effort at all into spacing, it's getting easier to do.

Have you tried playing with cHP in neutral? The move is obviously crazy vulnerable, but I've been messing with it lately and I *love* it as a whiff/assist punish or for whenever you think they'll advance on you. Easiest to play with this move against Filia and Fortune to get a feel for it. And I'm sure at higher level BB play, you'd be able to cancel it on whiff with an emergency break or something useful. The reason I bring it up is that I think it covers some of the same area L Brass does (though not exactly, and it has different timing).


Something else I want to work on is anti airing with c.MK. Back when the character was in beta I actually tested this normal against a variety of jump in moves and it beats most things clean if timed right (except Val j.HP, which is just too disjointed to ever beat (Val is low tier)). So like, I probably should be doing it. It's pretty safe as long as you don't fuck up the timing, and as long as they don't empty jump while calling an assist.

Yeah, I just started to mess with cMK as anti-air recently as well, and it's super fun. I wanted to ask though, you say it's safe? What is the timing you use for it (early? Late?), and do you cancel it into anything or just sit back if they blocked?
 
Have you tried playing with cHP in neutral? The move is obviously crazy vulnerable, but I've been messing with it lately and I *love* it as a whiff/assist punish or for whenever you think they'll advance on you. Easiest to play with this move against Filia and Fortune to get a feel for it. And I'm sure at higher level BB play, you'd be able to cancel it on whiff with an emergency break or something useful. The reason I bring it up is that I think it covers some of the same area L Brass does (though not exactly, and it has different timing).
I've been doing it a little yeah. I basically use it in situations where I would use L Brass but I don't have charge. It's kind of not great because it's actually kind of low priority, but it's so good if it hits since you can combo right into H Brass and then get oki.

Yeah, I just started to mess with cMK as anti-air recently as well, and it's super fun. I wanted to ask though, you say it's safe? What is the timing you use for it (early? Late?), and do you cancel it into anything or just sit back if they blocked?
I would cancel into L Brass if it's blocked. I can't really say if I do it early or late cause I never use it, but I'm gonna try to start. The plan is to do c.MK c.HP xx H Brass; you can get better combos with s.HP into something into j.HK, but j.HK stuff is really height dependent, you need different timing and maybe different chains depending on how high up they were when you hit them. I don't wanna worry about all that right now, I just wanna focus on actually hitting people with the move.
 
I'm comparing more to Peacock's backdash, which might not be fair because Peacock has the best backdash in the game.
lol nah, Val's is 100x better.

Are you just backdashing or are you backdash + jump cancel (carries your dash momentum) + fireballing? Fukua can zone while moving backward and it's really important to her game.
 
lol nah, Val's is 100x better.

Are you just backdashing or are you backdash + jump cancel (carries your dash momentum) + fireballing? Fukua can zone while moving backward and it's really important to her game.
I don't think Fukua's momentum continues if she jump cancels her backdash? I tried that.
 
Tried real hard to find some sort of string off Beat Extend that could be either a crossup or throw but I wasn't able to come up with anything:
Er, what about Beat Extend, cr.MK? You can either continue the combo, do an immediate crossup Beat Extend, go low, throw, or make it not a crossup by doing the c.MK slightly later.
 
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Er, what about Beat Extend, cr.MK? You can either continue the combo, do an immediate crossup Beat Extend, go low, throw, or make it not a crossup by doing the c.MK slightly later.
I mean this would work, and I do the c.MK crossunder sometimes. If possible though I prefer to reset people in the air. Most characters don't have as many options if you reset them in the air, especially if the reset is meaty enough that they can't double jump or air dash out of it.
 
I've been doing it a little yeah. I basically use it in situations where I would use L Brass but I don't have charge. It's kind of not great because it's actually kind of low priority, but it's so good if it hits since you can combo right into H Brass and then get oki.


I would cancel into L Brass if it's blocked. I can't really say if I do it early or late cause I never use it, but I'm gonna try to start. The plan is to do c.MK c.HP xx H Brass; you can get better combos with s.HP into something into j.HK, but j.HK stuff is really height dependent, you need different timing and maybe different chains depending on how high up they were when you hit them. I don't wanna worry about all that right now, I just wanna focus on actually hitting people with the move.
I think I've said this before somewhere at some point, but c.hp's hurtbox floats above the ground for a pretty significant amount of time, so you can dodge and beat sweeps and other low to the ground stuff with it (And people are not unlikely to be going for sweeps against Big Band)
 
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I think I've said this before somewhere at some point, but c.hp's hurtbox floats above the ground for a pretty significant amount of time, so you can dodge and beat sweeps and other low to the ground stuff with it (And people are not unlikely to be going for sweeps against Big Band)
I think you said it in the Big Band forum, yeah. I have not experienced this yet, but I also haven't been using the move at neutral for very long.
 
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@fenster and @drewski have used cHP against me pretty well. fenster was ruining my life with it lmao
 
@fenster and @drewski have used cHP against me pretty well. fenster was ruining my life with it lmao
I need to watch that set still. It's on my queue, but I've been watching the Marvel 2 tournament from the last 2old2furious.
 
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like? cause if they be the normal Icky resets i'mma gonna be disapoint in yaya. and if it's something new then i'mma going to steal, i mean borrow the tech from him.
 
Going through the videos from GUTS 3. Only managed to get through one of them before someone asked me to do the job they pay me for. Guess I'll try to get to the rest later.


Game 1

0:00 - We start in medias res I suppose. Wasn't expecting a normal jump from Sonic Fox, Filia players never do that. That gets around a Hornet Bomber and j.HK that are done simultanously, apparently. I think I actually would have died if he had gotten this whole combo, which is completely fucked up.

0:14 - I am... not sure why I went for item drop here, that's an odd decision.

0:26 - Possibly could have done SSJ on reaction to this DHC. Dunno, I don't think the situation has ever come up before. Gonna have to check this. Certainly wasn't prepared for this, in any case.

1:01 - Wasn't prepared at all for this mixup to actually work, I'm totally out of position to combo off it. I kinda made this up on the spot and wasn't sure what the rest of it was gonna be. I should probably figure out what kind of blockstrings this team is supposed to do now that I don't have Drag 'n Bite assist anymore.

1:21 - Thought cat heads were gonna go away before they actually did. I should practice this confirm, I've been messing it up since vanilla. Might have been able to salvage this with a fridge right after the launcher, I should test that too.

1:46 - Gunshot missed because Bella was crouching. It was a bad idea from this range anyways since gunshot would have lost to like any followup out of Tumble Run, but can we talk about the fact that Sonic Fox did run stop downback? Who does that? Why would you do that? I'm stressed.

Game 2

2:20 - George fucked up the combo off of level 3 item. I should have realized that was going to happen and not gone for the rest of the combo.

2:43 - Possibly could have gone into Argus here. Not sure. It's a tough hit confirm for sure. If it didn't hit Filia and she did Gregor on reaction, I might have been able to DHC to Big Band, even though Double was still out? Dunno. Why don't I know stuff like this.
e: Just realized, I could have done George's Day Out xx Argus Agony. You can't Gregor if GDO is on the screen.

2:50 - Could have gotten a better punish if I had jumped forward instead of backwards. Would have been able to snap Filia back in and chipped her out before Sonic Fox would have been able to raw tag. That would have been cool. Dunno why Sonic Fox is going for gimmicks like this against me anyways, I know Ultimate Showstopper isn't instant after the flash if you DHC into it.

3:11 - I think I was expecting either the j.HK or the plane to hit Bella out of this combo, I wasn't expecting her to weave between all that shit while also comboing Double. This is pretty much where I lost this game but I'm not sure what I should have done instead. Tried to anti air with M Bang? That might be the safest way to go if my assist is getting hit like this.

3:41 - Saw that the green bar was getting full so I started mashing buttons. I can't say I've ever seen a bait like this. Like it's one thing to have a full combo that ends in an undizzy burst bait, but I've never seen someone do a full combo into a reset into an undizzy burst bait. Like if I had pushed a button and gotten counter hit, this bait wouldn't have even worked.
 
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3:11 - I think I was expecting either the j.HK or the plane to hit Bella out of this combo, I wasn't expecting her to weave between all that shit while also comboing Double. This is pretty much where I lost this game but I'm not sure what I should have done instead. Tried to anti air with M Bang? That might be the safest way to go if my assist is getting hit like this.

I was actually thinking about this when I saw the match, what about item drop to punish someone high up comboing your assist? Maybe L at that close distance?
 
I was actually thinking about this when I saw the match, what about item drop to punish someone high up comboing your assist? Maybe L at that close distance?
Maybe. I could easily get counter hit out of that if I timed it wrong though.

Oh man. You know what would be REALLY reliable, is just block Bella and pushblock her away from Double. That's what I normally do in this sort of situation, I don't know why I didn't think of it until now.
 
Maybe. I could easily get counter hit out of that if I timed it wrong though.

Oh man. You know what would be REALLY reliable, is just block Bella and pushblock her away from Double. That's what I normally do in this sort of situation, I don't know why I didn't think of it until now.

It might be worth throwing ground george and just teleporting/fake-porting to force the side switch?

If they're close enough for you to throw the george exactly where they'll land when they need to rejump in their combo, that'll end it. If they're far, you force the side switch and george hopefully helps safety you off during port recovery?
 
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And now, the thrilling conclusion.


Before the match:
"Shade, did you read that long post I made in my training thread where I basically told you how to beat me?"
"no"
"ok good"

0:41 - Should have Argus'd here for the guaranteed chip out. Shade would have been able to alpha counter to keep Val alive, but he could have done that whether I Argus'd or not. I think I still should have gone for it.
1:07 - Bad assist call, should have been Beat Extend if it was anything. I have trouble remembering Beat Extend is an assist that I can call, I tend to only use it as a reversal in reset situations (which is probably one of the worst times to call it, actually).
1:36 - Reaaaaaaally need to practice this more. In real game situations I very consistently miss this reaction super against sniper.
1:55 - Noticing a trend already where I don't realize if I can do this conversion or not. Here I had already used my OTG and couldn't combo after the piano. I don't HAVE to use my OTG to get the confirm off Beat Extend here but I timed it wrong and didn't realize it.

Game 2

I'm sort of upset the camera wasn't on me before this game. Warped was giving Shade advice and I was leaning in as if to listen. I thought that was a funny joke.

2:42 - Charged items against Valentine, STILL not a good idea. I clearly learned nothing from Evo. Sort of surprised the plane didn't hit Val out of Bypass here, though.
3:35 - I go for max damage on Filia even though it won't kill since she's the only character left that I'm worried about. I figure if I kill Filia and it's Peacock with assists vs solo Parasoul then I've basically won.

Rematch of grand finals from GUTS 2!

0:20 - Dolfinh raises a good point that my color scheme works with many different Double colors, I don't have to use the green one. I won't use the yellow one though because that's the piss color, and I won't use the blood one because everyone says that's period blood. Grey and oil I think are too close to my other colors. Bubble gum is probably the best remaining option.
0:21 - Expecting Zid to do jump forward j.MK, I do a delayed j.HK, which he counters with an even more delayed j.MP. We really do play each other a lot.
0:28 - Third time so far I've messed up this conversion. This one is the most egregious, I think, because like, if you cancel the item drop into Argus, it's always gonna be level 2 at the end of the animation. I know this. Why did I think I could combo here? These mistakes are huge, I could have died for this.
0:33 - I get punished for calling Hornet Bomber while teleporting when Hornet Bomber HITS. I think I really gotta get it in my head that this assist is not Brass and I can't use it the same way. These teleport crossups are not worth the risk given how inconsistently they work.
0:49 - I'm pretty proud of the entire rest of this game because it's basically Big Band doing all the work by himself. Granted Zid is not really playing the matchup that well but I think at least part of it is due to my play. Wanna give some shout outs to my homies Clarance Mage, Mike Z, zeknife, etc for helping me out with Big Band stuff in the weeks leading up to this tournament.

Game 2

2:15 - Even though it makes no sense I am pretty sure this empty jump forward was me trying to teleport, so you can make that 4 times I've messed up this conversion.
2:31 - I remember midway through this combo that I can't do an air series off this reset or I run out of undizzy, so I just back off. I don't do resets that often with Peacock but this is still something I should be able to remember.
2:46 - I was very confident MGR was coming at some point here so I keep trying to up forward to beat it. Doesn't work out. Upback might have been the safer option, I wouldn't have gotten hit by LNL at least, but I was pretty confident. What can you do.

Maaaaaaan do I gotta watch this. Losing 3 straight sucks so bad. Ok

1:05 - Man charged items are fucking my shit up dude. I don't think going for a charge raw like this works in this version of the game, I should have backed it up with Hornet Bomber or something.
1:14 - Second time I've tried to item drop with my back to the corner what am I even going for with these LOL
1:45 - Dumb, Sage had literally no reason not to Dynamo here and it didn't even cross my mind he would attempt it.
2:17 - oops lol

Game 2

2:41 - Maaaan why'd I go in on Parasoul. Also the crossup wasn't even timed right so I got punished for it. Bad decision AND execution.
2:52 - Didn't occur to me at the time, but maybe could have alpha countered here? That might be free if you block Parasoul j.HK, like she can tear toss but she's still not blocking. Worth checking.
3:02 - Not what I wanted, obviously. Not sure what I did want, though. Falling j.LK possibly but I don't know how bad I woulda had to have fucked that up to get an A Train instead.
3:22 - God damn it. This conversion is inconsistent against Parasoul. Should have started the chain with c.LK since I didn't need that much more damage anyways.
3:28 - shout outs to my boy keninblack
4:18 - Hm, I think I do this incoming mixup about 100% of the time. That is... possibly the wrong percentage, it may need to be a different, smaller number. Against Double (without 5 bars) there's no reason to risk this sort of thing anyways, a simple meaty j.LK or air throw 50/50 would have worked fine.
4:25 - Finals at a major, the highest level of play showcased right here, folks.

Game 3

4:47 - I'm not the biggest fan of the fact that prejump frames can be cancelled into grounded normals, but it's not changing so I guess I should just lrn2play. Amazingly though the s.HK actually hits.
4:50 - Whyyyyyyyyyyyyyyy Peanuts what are you doing just zone homie
5:46 - Back to the corner is a bad place to try to jump forward j.HP. Neutral jump, maybe. Could have tried to anti air maybe but it's hard with Double.
6:00 - Again Sage had no reason not to Dynamo. Zid wouldn't risk something like this because he doesn't have safe DHCs, so I'm not really used to dealing with it.

A lot to take away from this but the big one that kept coming up is just that the risk/reward on these teleport shenanigans is not there, I ought to stop going for that stuff as often as I do. I'll try to keep that in mind at Next Level tomorrow.
 
Mcpeanuts we should do another set again soon.
 
Mcpeanuts we should do another set again soon.
Agreed. Let's aim for some time next week. I'm not available tonight cause of locals and I'm not available Sat cause of locals and Sunday I think I'm gonna be recovering from the previous two days.
 
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Agreed. Let's aim for some time next week. I'm not available tonight cause of locals and I'm not available Sat cause of locals and Sunday I think I'm gonna be recovering from the previous two days.

I'm available tonight, or at least I might be.
 
0:26 - Possibly could have done SSJ on reaction to this DHC.
Just tested this. Nope! At least now I know.
 

GGs again Mcpeanuts. Sorry I mucked up the audio so people can't hear you on Skype, I am not good with computer (OBS).

Lets play again soon! These are fun and I learn a lot. I'll test it before hand to make sure the audio is working too.

The mistakes I'm making in this set are pretty obvious (not using meter) but I'll go into them more in depth in my own thread.
 
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I don't really have the opportunity to go into depth on my FT5 against Taluda the other day, but something that was bothering me was that I don't think my start-of-the-round game was all that good. There were a couple games where Peacock got hit right at the start of the round. Other games where Peacock was forced to block early. By contrast this never seemed like it happened to TJ during his set. Even though I can't really analyze this as much as I'd like right this second, I still had time to go over the round openers from each game of both sets and try and figure out what TJ was doing differently.

Game 1: Block
Result: Able to get away safely. Not awful.

Game 2: Jump back j.HK
Result: Painwheel flies over j.HK, connects a j.MP, but a plane hits her out of it. Back to neutral after 1 second.

Game 3: George's Day Out xx George at the Air Show
Result: I was able to charge an item all the way to level 2 before I got hit, so I think it's fair to say this worked out this game.

Game 4: jump back j.HK
Result: Loses to Painwheel j.MP and he gets a full combo. Very very bad!

Game 5: down back + call Beat Extend
Result: Full combo! That I drop. But still this worked out very well.

Game 6: jump back j.HK
Result: Taluda just backs off at the start, so I'm safe! Able to zone for a good while before Painwheel lands a clean hit.

Game 7: Teleport twice
Result: Painwheel c.HP into full combo. Uh, this was really bad! Over long sets I sometimes use this opener to "mix things up" but I think this opener might be "really shitty" as they say.

Game 8: downback + call Big Band
Result: Big Band takes a little bit of damage, but Peacock is able to get away safely. If I'm going to use this opener, it's hard to say if I should prioritize protecting Big Band or getting some distance and establishing my zoning. What would Duc Do do? I should watch more of his videos, he opens with downback + call Cable like 90% of the time if not more.
Game 1: ground backdash xx George at the Air Show xx George's Day Out
Result: Taluda opens with a Reaper which whiffs, he then tries to ground dash forward but is forced to block the GDO. TJ starts the game with the upper hand.

Game 2: Jump back j.HK
Result: Taluda just backs off at the start of the round, so TJ is able to create a lot of initial distance.

Game 3: George's Day Out
Result: GDO counter hits. TJ doesn't cancel into another bomb, he just uses the opportunity to call Bella and jump back j.HK. He's full screen throwing bombs with the clock at 98.

Game 4: ground backdash xx George at the Air Show xx George's Day Out
Result: Painwheel jumps into the bomb and gets hit. TJ gets to start the match at fullscreen again.

Game 5: Jump back, air dash j.HK + call Bella. TJ does the j.HK early into the air dash animation so it stops all his backward momentum. Had to watch this back a few times before I figured out what was going on, I thought it was a neutral jump at first.
Result: Taluda goes for a dash jump forward. I think he wanted air grab. He gets counter hit by the j.HK projectile, then counter hit by a GDO that combos into Bella (the GDO didn't combo from the j.HK, Taluda was just still pushing buttons). Taluda also called Fortune while he did this which honestly I'm surprised didn't hit, that usually works when Peacock jumps back. Is it because of the air dash momentum cancelling thing that TJ did? This whole sequence is confusing to me, from both players, and I don't feel like thinking about it anymore.

Game 6: ground backdash xx George at the Air Show xx George's Day Out
Result: Painwheel dodges both projectiles and lands a j.MP. It wasn't a punish, though; TJ went for a charged item drop and got counter hit out of it. I think if TJ had just dropped the item immediately instead of charging, he would have been safe.

Game 7: L item drop (no charge)
Result: The item whiffs because Painwheel backs off, but Painwheel backing off is kind of good unto itself. TJ gets the chance to throw some items on the screen

So a few thoughts on this:
-j.HK opener, maybe not as good as I think it is? It's pretty good if you have the right read, but that's more useful in long sets like this one. In a tournament situation in game 1 you don't really have a "read" yet. In that situation I just want something safe I can rely on to not get me blown up, and I don't think this is it.
-TJ's default opener seems to be to backdash and throw a couple bombs which didn't really get him into trouble any of the three times he did it (in game 6 I think it's more the item drop that got him into trouble). This might be worth trying.
-Calling Big Band right at the start of the round also might be okay. I need to figure out how I wanna do that, because if I leave Peacock close enough to convert off it if it hits, she's not in a great position if it's blocked.
-This double teleport opener sucks and I should stop doing it. It is obviously not worth it on its own merits and I never was under the impression it was, but I think even as a once-over-a-long-set thing to catch someone off guard, it isn't even good for that.
 
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Finished reviewing my set with Taluda from the other day. As usual I'm not pointing out any of the dropped combos because I don't think it's a useful thing to focus on, like the only takeaway from that sort of thing is "well I guess practice combos more" which I plan on doing anyways. I'm also not going over anything from the start of the round cause I just did that in my last post, no sense restating it all again.
www.youtube.com/watch?v=uI8LBXsptQM

Game 1

Actually don't have anything for this one, other than the drops and the round opener, both of which I already said I wasn't going into. It has been said the only reason I won this first game is because Taluda was gathering data. Rewatching this, seems probable.

Game 2

8:08 - Possibly I should think of a better way to end my combo when I don't have an assist and I don't want to spend meter. You can actually ground tech here as long as you delay it, I think if Taluda did that I would have not been in such a safe position.

Man not a lot happened this game either. The data gathering is real.

Game 3

10:21 - This is, of course, not an especially good mixup, for this exact reason (and also because audio cues can tell you which side you need to block). I went for this because my item drop was on cooldown, but truth be told that loses to Bella tag as well. There's a much better mixup that was posted in the Peacock forum some time ago, it was with Cerecopter but it could probably be made to work with my assists. I should sit down and spend the time to learn that.

10:32 - I... guess I was expecting another Kanchou? I probably should not have gotten hit by this, lol.

10:53 - The range on this grab! This was the last thing I was worried about at the time. God tier assist.

11:00 thru 11:26 - I have no clue how to get out of the corner as Double. When you're backed up this far it's difficult to set up the ideal spacing for j.HP, and that's all I know how to do with this character. Any tipz n trix from Double pros for what to do here would be appreciated.

Game 4

15:09 - Man how did I miss this punish. I had forever to notice he whiffed his level 3 and literally ANY button would have punished.

15:13 - Improvised combo, since I didn't have faith the barrel loop was gonna work. Need to learn Negus Eyoel's conversion for anti air.

Aside from that it is unbelievable how sloppy this game was. It's good I already said I wasn't going to focus on dropped combos because otherwise I would have quite a bit more to say.

Game 5

16:41 - Wasn't even thinking about f.HP here. Probably better in general when possible to chicken jump instead of dashing up. I didn't have to commit this hard to forward movement since item drop lets me attack while blocking.

16:43 - thats cheap

17:28 - Dumb. Don't reset Painwheel in the air, that's what I always say. Honestly though I don't have a lot of good ground resets for Double. The best one is Flesh Step + call Big Band, but Big Band was dead.

17:38 - why

Game 6

19:15 - Hmm, I think I got hit upbacking here. I guess that's not really safe even from this spacing against Painwheel. I wonder what the best thing to do is if Big Band gets blocked. I wonder how hard it is to actually block confirm that. These are things to test.

21:10 - Um. Hm. This wasn't even a counter hit. This is the second real head scratcher of a missed punish in this set so far.

21:27 - Oops I'm dumb.

Game 7

22:56 - I wonder how late into the Giant Step animation you can super cancel, come to think of it? Maybe I could have super cancelled to stay safe here.

23:08 - This game only has a 4 frame reversal buffer.

Game 8

25:27 - Oof really bad missed hit confirm. This isn't especially hard to hit confirm, but I was so sure it would hit that I didn't even really try.

26:06 - You know during the set I felt pretty good about my reversals, and going back and watching it all again, still feel pretty good about it. I've done like 5 tags to Big Band and it's only been punished once.

26:26 - This crossed up, awesome

26:30 - I'm quitting this game for UNIEL

26:52 - Too high to safely go for any fastfall mixups here, unfortunately. I should have recognized that.
I think I had some thoughts on this but that last game with the two random crossup supers in a row was really frustrating to rewatch. That's like NRS level nonsense.
 
Does PW have anything stable against a Pea backdash into whatever opener? Seems like a dominant opener in that matchup.
 
Does PW have anything stable against a Pea backdash into whatever opener? Seems like a dominant opener in that matchup.
M Nail, maybe?