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Reversals, Frame Traps, and Footsies

Adwins

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Ms. Fortune Squigly Eliza
Ok, so I know what those three are, but i want to know how to apply them in battle. What options do each character have in those three situations? what should I look out for?

I main squigly so from what i know about footsies, i she might be a little weak in that area, except with c.MK and maybe c.HP with a seria cancel ready. her jabs are too short-range and her s.MK is too slow. amd I right in thinking this way?
 
... What options do[es] each character have ... in battle.
Sorry for the lack of replies on everyone's part, but this is a very broad statement that would take pages and pages to touch the tip of the iceberg on!

If you're looking for something specifically like "Squigly's options vs pressure and her reversals" or "Good frame traps with Squigly" then it's a lot easier to help you but what you've described is pretty much "Entire neutral game with every character please help."
It's hard to offer help to a question like that.

I main squigly so from what i know about i she might be a little weak in ... footsies
except with c.MK and maybe c.HP with a seria cancel ready ... s.MK is too slow.
am I right in thinking this way?
In Skullgirls a lot of the characters won't have dangerously scary ground normals for long ranged poking. A lot of the footsies come from the air moves and air spacing game.
Squigly is pretty good at that game though!
Just try her jumping Heavy Punch, it's a very long ranged high and a good poke that controls a lot of space in front of you if you use it while falling.

Also Squigly's jumping Light Kick is a very very fast lethal air to air that converts into combos.

Squigly can move the screen around and place lock down orbs on anyone in just a handful of frames from using a charged Sing into the Battle Opera Super [QCB+KK]

So she's totally got some good tools for the footsies and neutral game especially paired with another good space controlling assist (Big Bands Brass H assist creates the popular, 'SquigBand' team)

But if you wanted to touch on anything else it's better to get your questions a bit more narrowed down so people can help you better.
Hopefully this at least gets the ball rolling for you though.
 
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Reversals are generally used as a "get off me" move (or assist) as a means to deal with pressure and some reset attempts.

When your opponent is forcing you to block for long periods of time, a reversal can be used the moment an opening is made in order to attempt to punish them for not blocking. If your opponent either predicts this, or is using attacks that are safe on block, a reversal attempt can be dealt with by blocking or dodging instead of attacking, thus leaving you open for further attacks.

When your opponent is comboing you, a reversal can be used to punish certain reset attempts or a dropped combo. Since a reset will require the combo to be dropped for a short period of time, a well-placed reversal can punish most resets that involve using a hard-to-avoid attack, such as a grab or a high attack after a long string of low attacks. Just as when an opponent applies pressure, they can predict a reversal attempt, and deal with it by dropping their combo and blocking.

The best reversals are those with invincibility frames, such as Filia's DP, Parasoul's Napalm Pillar, and Ms. Fortune's Fiber Uppercut (with head on).

I hope this is of some help.
 
Sorry for the lack of replies on everyone's part, but this is a very broad statement that would take pages and pages to touch the tip of the iceberg on!

Well, on the one hand, i thought nothing of it--i don't always expect immediate messages.
As for being broad, well, i figured it'd be a good idea to start learning about what other characters can do so i can respond to them appropriately. Either way, i guess i'm getting ahead of myself asking about that

In Skullgirls a lot of the characters won't have dangerously scary ground normals for long ranged poking. A lot of the footsies come from the air moves and air spacing game.
Squigly is pretty good at that game though!

she's totally got some good tools for the footsies and neutral game especially paired with another good space controlling assist (Big Bands Brass H assist creates the popular, 'SquigBand' team)

But if you wanted to touch on anything else it's better to get your questions a bit more narrowed down so people can help you better.
Hopefully this at least gets the ball rolling for you though.
huh. This is good to know. I only ever used j.HP in the middle of combos and I'll have to work on converting j.LK into combos.

(bunch of stuff)

I hope this is of some help.
It is. thank you


I guess i'll start with Squigly. For someone whom everyone claims isn't a beginner character, she seems to have a lot of great utility from the getgo. Her combos are a little daunting to learn, but that's about all i gathered other than limited mobility and slow normals. Based on Juju's description, H Draugen punch would be a good reversal tool, yes? iirc, it has invincibility on startup. I was told Silver Chord can be too, but i'm not sure if i want to use it to start a combo up close.
 
Falling jHP, land, SBO is one of the most threatening tools in Squigly's arsenal;
leading to full combos from a difficult-to-counter extremely long range high attack.

Silver Chord is not a reversal at all; you might be thinking of Liver Mortis (though that isn't optimal either)
Draugen Punch is a really good reversal if you have Punch charge, and rather bad if you don't
Her other main reversal option is Daisy Pusher.
 
Ok, so a question about frame data. If, say, Arpeggio is +1 on block, that means I only have 1 frame before the opponent recovers from blockstun and can retaliate, right? If so, then that means i have a 1 frame window to beat out a response (like, if both our jabs were 6f, then my jab would win since it comes out one frame faster than the other)?
 
Yes. + XFrames is how many frames before your opponent recovers from blockstun or hitstun and - is the opposite
 
In Skullgirls a lot of the characters won't have dangerously scary ground normals for long ranged poking. A lot of the footsies come from the air moves and air spacing game.
Squigly is pretty good at that game though!
Just try her jumping Heavy Punch, it's a very long ranged high and a good poke that controls a lot of space in front of you if you use it while falling.

Fortune's s.HP and some of Big Band's normals are actually good long ranged pokes. But in general yeah, you're right.

@Adwins watch KhaosMuffin's Fortune guide, it will learn you foosties, both head off and on, real good.


This is also a good read: http://sonichurricane.com/?page_id=1702

There's a Guilty Gear version on Dustloop that's a better guide for footsies in airdash fighters, but I don't have the link to it handy. Perhaps someone else can help me out?