• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Boosheroo's First Fighting Game

Joined
Mar 1, 2016
Messages
25
Reaction score
5
Points
3
Steam
Boosheroo
Painwheel Robo Fortune Cerebella
Let me start off by saying I have zero fighting game experience, no background in the subject whatsoever, but I've decided for this to be my gateway. At this time I have about 15 hours in game and have decided I'm learning Double/Parasoul as my current team. I have played 38 online games and have won a few against players not going very seriously (which is ok with me).

As to my team I have learned a basic Barrel Loop combo with Double and a few mixups which I am working on training mode to get into my muscle memory so I can use them consistently. Note to self: remember to look into that fastfalling tech Jandreparis showed you, could work to make the crossunder more confusing. My Parasoul has my better neutral in my opinion, but I've been told by better players that I have a habit of jumping to much. I made a basic little Parasoul combo which I can easily confirm into and modify based on the scenario but I'm dissatisfied with the damage output when paired with an easy confirm and need to grins and learn a new replacement.

My biggest difficulty by far at the moment is my defense with Parasoul specifically. One of the people I've played a fair amount is a Painwheel player (who soundly kicks my ass) and I always have trouble knowing how to respond to his pressure. I definitely need to remember to that when blocking low I always pillar in order to catch my opponent off guard, and if I get really desperate and have meter I can Alpha Counter. I also need to learn more mixups with Parasoul, although I was recently shown a trick of cancelling j.hk into L napalm toss then immediately detonating it with a j.hp. This needs a lot more practice before implementation.

My main goals at the moment are:
>Learn a new Parasoul combo
>Learn and implement Parasoul mixups
>Implement my Double mixups
>Get better neutral (which I know is way too broad a goal)
>Learn to better use defensive options

My main questions are what is a good beginner friendly meterless Parasoul combo worth learning and what are more defensive options I can take with her other than pillar? Also, when should I go for a full combo as opposed to a reset attempt?

P.S. Could someone please tell me how to do the spoiler button things so I can better organize my posts?
 
P.S. Could someone please tell me how to do the spoiler button things so I can better organize my posts?
Oh this one I can help with. You just do [ spoiler ] and close it with [ / spoiler ] (no spaces obv). If you want it to say something you do [ spoiler = whatever text u want ] .

play peacock
 
Thank you so much!
Add Peacock as my middle character
 
  • Like
Reactions: mcpeanuts
Off of the General BnB Compendium (which is an epic resource btw) I am learning the Parasoul Midscreen Tear toss combo, it is whooping my ass.
c.lk, s.mp, c.hp,
j.mp, j.hp xx L Air Napalm Toss,
otg j.hp,
s.mp, b.hk xx Egret Call,
dashjump, j.lk, j.mp,
rejump, j.mk, j.hk,
s.lkx2, s.mkx2, s.hpx2 xx M Napalm Shot xx Silent Scope,
c.hk (green burst).
Its cool that it uses the same toss cancel into j.hp detonate as the reset that Jandreparis showed me. I really want to learn this combo and get better at it.
So far I have broken it down into parts, but one thing I can't seem to manage is the sniper shot into the c.hk burst bait. I can't seem to get the move to come out fast enough to not get blocked. Any suggestions or ideas what I could be doing wrong?
 
I guess I made myself a liar when I said that my team will be Double/Parasoul, because after 11 games with JandreParis I have decided to move instead to Peacock/Double. Our games were super fun (despite being completely bodied) and they gave me a lot of gameplay to analyze later. In later games I actually managed to kill his first character multiple different games, an accomplishment I am fairly proud of. During the match I realized several issues with my play that I need to resolve:
>I definitely need to grab more, the massive majority of the games I didn't even press my grab macro
>Several times I found myself pushblocking at the wrong time so that is something I need to fix
>I need to remember that when not playing solo this thing called an assist exists and that it is useful
>While I did a good job of interrupting and punishing pressure with my s.lp, I continually forgot to keep going into a combo
>I need to get down the timing for the use of M gun for a reversal since it's strike invincible and a good tool
>I did use teleport effectively some times, I need to get more used to using it in neutral
>When putting up a wall I need to remember to switch to L Shadow of impending doom when they get close before I get a chance to backup or teleport
>I should use c.lk as an anti-air more, especially against airdashers like Filia and Fortune
>In the last few games I randomly started doing teacup instead of barrel and dropping my combo. Just no
>Note to self: Practice pbgcing into level 3
>I need to work in my mixups instead of always going for the full combo now that I have a few in my fingers
>block after a whiffed confirm into M luger, JP punished this string numerous times with Cilia slides
>Try possibly using L Hornet Bomber sometimes vs pressure
>Note to self: Learn to combo off of an airgrab
The question for today is when should I use the different teleports with Peacock?
 
Oh man now we're in my territory. I know the right answer to TONS of these questions.
>When putting up a wall I need to remember to switch to L Shadow of impending doom when they get close before I get a chance to backup or teleport
tbh I would use M for this. L can be situationally useful for things that move faster than the item drop can track, but most of the time you'd be better off using M, since it covers more space.

>I should use c.lk as an anti-air more, especially against airdashers like Filia and Fortune
Fair warning this is hard af. Probably better to try to chicken block the IAD and land cancel punish it. Alternately you can use qcf+MP, it's a lower reward than either of the other options but it's much more consistent.
>Note to self: Practice pbgcing into level 3
Why not PBGC into L Hornet Bomber xx Monster instead? Don't have to spend as much bar on hit, you can confirm the bomber and not waste any meter on block (or do car DHC lenny which can be safe), and on hit you can combo into resets.
>block after a whiffed confirm into M luger, JP punished this string numerous times with Cilia slides
tbh it's best if you can hit confirm even earlier than M lugar. c.LK s.MP is hit confirmable by itself, is safe against PBGC, and I think it's only like -4 on block if they don't pushblock. It would probably help out a lot to learn to do that early in your Skullgirls career. Don't be like me and do the wrong blockstrings for 3 years then have to unlearn a ton of muscle memory lol
>Note to self: Learn to combo off of an airgrab
Easiest way to do this is just dash c.LK into your normal bnb. If you dash fast enough you can even save your OTG (woah!) but it works either way.
The question for today is when should I use the different teleports with Peacock?
If you're teleporting you almost always want H. It's the one that gets you further away from the corner which is normally why you're teleporting. The other teleports are situational but there are sometimes reasons to use them: some conversions are easier with M teleport instead of H; you can alternate M and H to do cross up/same side mixups; L can be used to beat some zoning patterns without getting you right next to them which is maybe useful for the mirror or maybe not (haven't tried it enough to say, honestly).
 
Fair warning about teleports: try and keep a george active when you teleport. Better opponents will be on the look out for your teleport and punish you for it. George's Day Out at least keeps the punish from being optimal
 
  • Like
Reactions: mcpeanuts
Why not PBGC into L Hornet Bomber xx Monster instead? Don't have to spend as much bar on hit, you can confirm the bomber and not waste any meter on block (or do car DHC lenny which can be safe), and on hit you can combo into resets.
Hmm hadn't even thought about that, thank you! That makes more sense since it's less meter and confirms into a combo

Thank you both for the advice! And also McPeanuts, I only mentioned the c.lk because I somehow did it 3 times in a row vs Jandreparis, stuffing his Filia
 
Hmm hadn't even thought about that, thank you! That makes more sense since it's less meter and confirms into a combo

Thank you both for the advice! And also McPeanuts, I only mentioned the c.lk because I somehow did it 3 times in a row vs Jandreparis, stuffing his Filia

I also second this motion. It's pretty effective when under heavy pressure, but dem pbgcs be like... y'know, hard lol But that's what practice is for :)

Peacock's c.LK v Filia is strange, especially since I IAD like a mad man (to my detriment at times). I was likely pushin' buttons to get back in the air for another IAD and you caught me just as I was jumping for it. It is extremely hard to do though and I'd roll with Peanuts' suggestion of chicken blocking and attempting the land cancel punish.
 
I'd roll with Peanuts' suggestion of chicken blocking and attempting the land cancel punish.
Is chicken blocking different from regular blocking?
 
Is chicken blocking different from regular blocking?

Yes, chicken blocking is when you jump and block at the same time, which allows you to input when you land. In fact, there's a video that explains this very concept quite in a straightforward way.


It looks like this, and even though this is beta, the concept still applies.
 
  • Like
Reactions: mcpeanuts
there's a video that explains this very concept quite in a straightforward way.
I like this. Short, simple, demonstrates the power of land-canceling from a chicken-block.

Normally when I hear questions on chicken-blocking, I usually share this thing around:
I think it does a good job of breaking down step by step what chicken-blocking is, and why it can be dangerous. I, too, like Peanut's suggestion to chicken-block and land-cancel punish, but just be aware of how your opponent can adapt if they notice you chicken blocking consistently.
 
Last edited:
>Note to self: Learn to combo off of an airgrab
depending on the character, you can dash while they're mid-air and do a delayed s.mk x2 into launch
 
I am officially on spring break now so yayyy, I get time to actually get some tech and combos/mixups consistently. I plan to actually start playing on quickmatch to give myself some matchup variety. Speaking of matches, last night I played several matches with @??? (Jandreparis) and Masqman (I don't know his skullheart). Every time I play other people I am shocked by how this game can simultaneously be super fun and aggravating at the same time lol. I got to watch Jp and Masqman play 5-6 games in a row which was fun. After I played a few with them, Jp took me into training mode and showed me some sick Double combo and helped me learn to block an assist crossup that he always gets me with. It was a productive evening. Things I need to work on:

>Implement chicken blocking
>Don't call your assist at punishable times
>Don't mash the assist call when being comboed because it counts as a button press and nullifies my block (derp)
>Don't jump vs the Cerebella anti-air command grab move on incoming
>Remember that just because Peacock is short doesn't mean you are blocking low
>Cancel normals into light bomb on block to make stuff safe. This worked pretty well in practice
>l need to put less emphasis on doing a set infinite routine for projectiles and keeping it up and put more energy on not getting caught (basically use my brain more)
>THE GRAB BUTTON IS STILL A THING THAT NEEDS TO BE USED

That's all I can think of off the top of my head, I'll watch replays and post more later tonight most likely.
 
>Don't mash the assist call when being comboed because it counts as a button press and nullifies my block (derp)
It's a bad idea but this isn't why. You actually can block while calling assist, just hold back and press MK+LP or whatever your preferred assist command is. It's bad for two reasons

1. You risk both characters getting hit which is so much worse than one character being hit. It is actually more than twice as bad, contrary to how you might think that math should work out
2. There's input leniency on assist calls. Normally this is good because it means you don't have to press the buttons exactly at the same time. However if you fat finger the assist command and do like LP and MK 3 frames apart or something, you'll get an LP followed immediately by your assist call. In that scenario you truly are not blocking, which leads to a higher chance of #1 happening.
 
  • Like
Reactions: ???
2. There's input leniency on assist calls. Normally this is good because it means you don't have to press the buttons exactly at the same time. However if you fat finger the assist command and do like LP and MK 3 frames apart or something, you'll get an LP followed immediately by your assist call. In that scenario you truly are not blocking, which leads to a higher chance of #1 happening.

I use the right stick assist. How does the system read that and is there a danger of this with that method?
 
I use the right stick assist. How does the system read that and is there a danger of this with that method?
I honestly have no idea. I've never used it. I would assume it works the same way as mapping assist to a button macro, which is that it just hits both buttons same frame. I would think you shouldn't have any risk of that particular problem.
 
@mcpeanuts Thank you! Yeah looking at list in training mode it presses both buttons simultaneously similar to a macro in appearance wise.
 
  • Like
Reactions: mcpeanuts
Ok quick note. After watching just a few of my replays three things stood out to me immediately:

>l REALLY suck at dealing with assists I got hit at least a million times by Jps hornet bomber assist, I got hit and mixed up with Elizas jab blade thingy a ton too. Plus that drillationship crossup. I just get hit by everything
>My Peacock relies too much on bang bang bang and not other, less punishable projectiles
>l still forgot to convert into a combo with Peacock after landing a jab. I got a fair amount of those and did nothing

Out of curiosity is there a free program I can download that I can then record some of my replays with for suggestions and tips from people on the forum? I'm a tech noob at stuff like that.

P.s. Painwheel is scary
 
Out of curiosity is there a free program I can download that I can then record some of my replays with for suggestions and tips from people on the forum? I'm a tech noob at stuff like that.
OBS works. It's for streaming but there's also a local record feature you can use to record and upload matches. It's completely free as well.

https://obsproject.com/
 
  • Like
Reactions: TheCrankMachine
OBS works. It's for streaming but there's also a local record feature you can use to record and upload matches. It's completely free as well.

https://obsproject.com/

I second this as well. Use it all the time (Actually forced to use it for SG 'cause I didn't know early on that replay cap was at 9997).
 
  • Like
Reactions: mcpeanuts
Lol @??? I forgot that I actually took a game off you the first time we played. You didn't rush me down at all that game, whereas in more recent games you are all up in my face.

Also thanks for the suggestion I'll be sure to download OBS @mcpeanuts
Is there a way to delete replays or are you just screwed after 9997?
 
Interesting, Jp always takes a step back before calling bomber and Masq always takes a step forward before calling an assist

One more question @mcpeanuts when you jump up to air to air what move do you use? I've been using j.lk because its multihit breaks Painwheels armor and because its similar to Doubles which I also use as an air to air when I forget about j.hp.
 
Last edited:
replay cap was at 9997
Is there a way to delete replays or are you just screwed after 9997?
On Windows its in your Documents. There's a Skullgirls\Replays\<seemingly arbitrary number because I am letting my computer science degree go to waste TT_TT> directory with all the replays.

I usually just keep a separate folder where I save the configuration settings and the RNDs for the replays that are important to remember, Also keeping a txt file summarizing the replays I keep. Then i just select all replays and delete from the above directory. :3
 
Ok today was a super helpful day. I learned the adcless easy combo in Mc Peanuts Peacock Compendium, but in my games with the awesome @OneBigGulp and his brother I failed to land it every time and kept reverting to my basic combo I made. Once I get this easy combo in my play I need to learn the full "intermediate" combo so I can actually have a worthwhile damage output. I am definitely improving and even took 2 games off of Gulp and 1 off of his brother, but I need to work on keeping my composure. After getting bodied 4-5 games in a row by his brother playing Peacock and then Fukua, I couldn't even and rage quit. I need to take breathers now and then, this is a game meant to be fun. That being said there was some things I noticed:
>I officially know my basic Barrel Loop combo with Double yayyy
>I now teleport with Peacock fairly accurately at the right time to get out of pressure
>I successfully used M bang bang bang as a reversal to get out of pressure
>I'm not pushblocking midstring anymore
>Knowing when to keep up the wall and jump back with j.hk or j.mk or teleporting is getting easier for me
>l used H bomber as an assist well several times to keep my opponent out
>My neutral isn't complete crap, yayyyy
>THE GRAB BUTTON IS STILL A THING
>l don't know the zone on my controller that constitutes down back because I thought I was blocking low but you hit low anyway several times
>Obviously need to get my Peacock combo down
>Need to raw tag sometimes to keep Peacock alive
>Make sure L luger hits before doing a level 1 super please
>Don't call an assist in that corner (didn't get double snapped but took lots of damage)
>Keep cool, need to not get worked up
>I messed up my Double resets everytime I went for them so I just started going for the full combo everytime
>Need to be ready to combo when random moves that shouldn't connect do
I downloaded OBS and am working out how to use it, thanks for the suggestion @mcpeanuts. I plan to upload several of my games from tonight to this journal tomorrow so I can get feedback from anyone willing to give it.
 
why is that black
You perhaps did not set OBS up right? Did you preview before you started recording to verify that your game showed up?
 
Ok so I have been playing around a little. I can't capture the game with either window or monitor capture. Interestingly with window capture, it only acknowledges the games existence when it is starting up. When the game is completely open it disappears from the menu of choices for window capture. With monitor I can capture my desktop but when I alt+tab to the game the game itself is still black. A quick google search told me that "Yes, this issue is reoccurring after the game crash fix in the latest build." The same thread said I needed to do something that I didn't understand. Is there any other way of recording my replays to post in the meantime?
 
I think I figured it out. I downloaded Xsplit broadcaster and that worked perfectly after a little fiddling to figure out the settings. Here is the video that shouldn't be black:
@mcpeanuts how is my zoning? @??? how does my Double look?
And please, all tips are welcome and appreciated!
 
Last edited:
More videos will come btw, that was just me figuring this program out
 
A few thoughts.

At the start of this game your opponent is watching for you to throw two bombs and as soon as he sees it he tags to Beowulf on reaction. The fact that Bella was just hanging back doing nothing from full screen should have been a clue that something was up. Although fwiw I probably would have gotten hit by this too. For moves like Beowulf tag that get around zoning from anywhere, a good way to fight them is by calling Double assist first, then waiting until they have to block that before throwing out more projectiles, wait until they block THOSE projectiles before throwing more, etc. Also if you see your opponent jump that's usually free license to do whatever you want since most of these anti-zoning things only work while the character is on the ground.

Good H Teleport to get further from the corner. Your opponent is so focused on trying to get in that he overpursues.

Don't wake up with s.HP. I'm guessing that you know that and it was supposed to be a j.HP. If so just be careful not to hit the button too early otherwise you cancel your prejump frames into the grounded version of the move. (I do this all the time)

I've said before H Gun is the "kill me" move so I won't give you a huge lecture but I will say the handful of times where that move is situationally useful, it is absolutely not at that spacing. Full screen or not at all. Bombs would have been better from that spacing.

It kinda seems like you wake up pushing buttons every time you get knocked down, I'd try to get out of that habit asap. Just block.

Nice hit confirm into Argus.

From full screen you can always react to Beowulf's arm super by cancelling whatever you're doing into Lenny, which lets you block and punish the arm.

Be careful when zoning Bella. You want to slow down a bit with the patterns so that if she reflects you will have time to block.

Aw man you got Bella with the j.LK but you didn't confirm :C

When Double comes in you whiff a ton of j.HPs. You're not placing them where Bella is going to be. Looks like most of them were too early.

You can car those nails on reaction. Oh you just did it as I was typing. Nice.

Should have done Luger xx cat heads for chip instead of car, it does more chip damage and you also don't die if it's not enough chip.
 
Thank you SOOO much for all the amazing feedback @mcpeanuts ! It never really occurred to me to use Lenny in a manner like that. I watched your guide a second time today and you did mention that their are specific situations in which it works as a reversal. I will have to remember that. And unfortunately I had tried to do Luger xx Car the last two times that luger had hit and the third time I automatically just did it without waiting to check if it hit or not. I will remember catheads next time. That being said I actually rarely find myself using that super if ever. I will focus on not waking up with buttons as well. And forgive me for I have sinned, I spammed H gun because I panicked :(
 
It never really occurred to me to use Lenny in a manner like that. I watched your guide a second time today and you did mention that their are specific situations in which it works as a reversal.
Oh, I should mention, this is less true than it was at the time I made the guide. Lenny used to be fully invincible, now it has 4 vulnerable startup frames before the invincibility. Still useful, but more situational. You can also use it against stuff like Double's car, SSJ, etc, as long as they're done from full screen and you have time to react.
 
Ok so I put this one off a little. I now have 116 games and the great majority of the replays are me getting wrecked, but I am slowly but surely improving. I have gotten the adc timing down for the Peacock combo and am just working on getting the full "intermediate" combo from @mcpeanuts guide into my fingers to the point I can do it in a game. My zoning has gotten better, I am more comfortable calling an assist and I am using my teleport decently. As for Double I came to the understanding that my Barrel Loop doesn't work on Big Band anymore, which is a problem. OneBigGulp showed me a combo that is specific for him, so I just need to practice that. I played 4 games vs @??? today and got destroyed. The first game was going ok but he adapted and destroyed me the next three. I will post the last of these four shortly. Then after I played four with OneBigGulp. He didn't play his real team or anything that resembled it but I did take two of the four games. I will post both of the ones I won, as well as one of the ones I lost because I am a prideful egomaniac :P But yeah, again all tips are perfectly welcome!

On Double I did drop my combo twice, on Peacock I use BANG BANG BANG too close twice, just fyi
 
Last edited:
  • Like
Reactions: Broseidon Rex
 
Last edited: