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What would be some good moves to bypass pushblock and ips?

Baiko

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Unknown Unknown Painwheel
Still learning the game, noticed some things i havent really seen before.if i do the same combo twice the enemy makes a little bubble, alittle like a cross block.then there's the pushblocking.

It seems like the pushblocks have openings so i'll figure out which moves bypass those eventually but baiting the enemy to do that bubble thing could be pretty useful so what can i do to be able to do that consistently?

i plan on doing those two things with the following characters(my main 3 for now parasoul might still be useful)
rushdown painwheel
rushdown peacock
rushdown squiggly
 
Well, I think what you are describing is "burst baiting". Keep in mind though that IPS burst is triggered manually by the opponent, not instantly, so unless you are fighting someone who consistently mashes while they are stuck in a combo, there's no way to ensure that you can do a burst bait consistently. Most burst baits are designed so as to punish an opponent who bursts straight away.

For Painwheel, burst baiting is pretty easy as any moves with armour should absorb the burst. I'm not familiar with the other two characters unfortunately, but you can search the forum or Google for their burst bait strategies.
 
ok seems like throwing fortunes head goes through the bubble.
cerebelas shotgun goes through it.
painwheels charge moves and howl super go through it.
and for pushblocks just use a move that goes a distance fast, every person has one
 
Still learning the game, noticed some things i havent really seen before.if i do the same combo twice the enemy makes a little bubble, alittle like a cross block.then there's the pushblocking.

It seems like the pushblocks have openings so i'll figure out which moves bypass those eventually but baiting the enemy to do that bubble thing could be pretty useful so what can i do to be able to do that consistently?

i plan on doing those two things with the following characters(my main 3 for now parasoul might still be useful)
rushdown painwheel
rushdown peacock
rushdown squiggly

Not sure on what you mean by "pushblock openings", but what I think you are talking about is a multihit move. Embarrassingly, I am not as knowledgeable about this as I should be, but I believe the way it works is if the specific hit of the move you are using is not pushblocked, then you are not pushed away (though they still block) which provides an opening.

For example, as PW you will be using j.mp a lot. It is good habit to learn to flight cancel it at random hits so you cannot be predictably pushblocked.

Is that what you are talking about?
 
Regarding bursts, note that if you are hit at all by the burst (including while superarmored) the opponent regains control immediately and can block normally. If the bursts does not hit you, the opponenet will be unable to do anything until the animation ends or until they hit the ground (should they have bursted in the air)
 
to the guy with painwheel picture, ive pretty much mastered her cancels, ive played burst limit and tekken/kof13 alot so im used to doin the cancels for her and squiggly
and to cyclops, ok that cleared up the bubble.

still getting used to ridiculous difficulty because the computer on that level plays exactly like i do so it's confusing as hell to get past it.its like it's mirroring me or something : /
 
Disclaimer: I am a completely mediocre 400-hour scrub at best.

I don't "feel" like there's as much reward for conventional rushdown tactics in Skullgirls because the foundation of prophylaxis for that sort of stuff is generally:

frame advantage > difficult 50/50.

Not enough players (myself included) really know the frame data for this game well enough to be afraid at key points in pressure strings to sit still long enough for the mixup.

Also, Pushblock is really good when used intelligently, Absolute Guard is really accessible for negating some of the better high-low 50/50s, invulnerable startups are really good, hit-stop supers can buy your way out of a mixup, and the strength of disjointed hitboxes or armor on some moves are all working against it. All of that plus the relatively unused alpha counters and PBGCs that we'll likely see more of in the future as the general community gets better and starts catching up to the higher level guys.

As a defender, there's too many reasons to be impatient in this game so rushdown always feels like failed pressure dragging on as filler rather than "he's scared to push buttons because i'm at advantage and he'll get bopped, now I can present the mixup" like it would be in other games.

At this point, I believe the best options for maintaining pressure rely on assists to close gaps created by pushblocks rather than cancelling stances/flight etc. on the point character. I would strongly recommend practicing/understanding the extension of pressure with assists as a priority over practicing/understanding flight cancel extensions.

For Painwheel, Negus Eyoel is probably the best example of taking the space from a pushblock for your point's safety and then sending an assist in to present point pressure again, or using the assist close to the end of a string to extend pressure if they don't pushblock. I've studied just about everything I could find of his.

For Peacock, I have no idea why you want to rushdown tbh.

For Squiggly, watch Yaya. He doesn't really rushdown so much as just do his best to make sure the first initial aggression is the mixup presented directly (i.e., with no pressure strings blocked). If there's pressure after that, it's generally another mixup that was enabled by an assist. In my opinion, FuzzySnugs is also really good to watch as well. He is extremely direct about low/throw and high/low mixups.
 
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peacock's rushdown is amazing.almost as good as painwheels.
Yes im impatient, if i see the enemy backing up i waste no time gettin over there.
especially guile mains(different game)
 
peacock's rushdown is amazing.almost as good as painwheels.
Yes im impatient, if i see the enemy backing up i waste no time gettin over there.

Do as you please.
 
sounds like you're talking about Bursts, not pushblock
You need to just do combos that don't activate IPS or undizzy and they can't burst.
 
Regarding bursts, note that if you are hit at all by the burst (including while superarmored) the opponent regains control immediately and can block normally. If the bursts does not hit you, the opponenet will be unable to do anything until the animation ends or until they hit the ground (should they have bursted in the air)
Shit I didn't know that. Disregard what I said earlier about the armour thing, and so much for all those training mode burst baits for me. ;_;
 
Shit I didn't know that. Disregard what I said earlier about the armour thing, and so much for all those training mode burst baits for me. ;_;
Not exactly, you still might be able to set up something with those armored burst baits. Not as useful but may still have uses...
 
Baiting bad push blocks for added pressure? Basically it depends on when you plan on ending your block string. Ideally, you always push block your foe on the last attack before they return to neutral, any sooner and you might absorb one of the follow up attacks in the chain and have the pushblock effect cut in half.

Like for example, say you have two tick throw set ups. One is just a single jab or air jab followed by a throw, and another is a multi hit jump into a ground chain that ends in a frame advantageous normal after which you throw them. On the former, push blocking the first hit should stop it cleanly, but on the latter the pushblock effect is lessoned enough that they should still be able to throw you if you chose to push block the first hit instead of the last. So there's an element of conditioning here with your block strings.

You can also bait people to push block assists which as far as I know only pushes the assist back.