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only a really gimmicky strange one. on some characters, if you knock them down and walk/dash towards the corner when they back tech you will go through them.
the first hit of c.mk pulls them in, if you hit an airborne opponent with c.mk(1), you can do c.hk>special or super and get a crossup AKA The Blandaind™
So no super practical ones? Shame, a bit funny how she actually loses mix up options while in the corner but I suppose the fact that you can't escape makes up for it.
Also it seems Big Band is difficult to cross up with IAD j.HK.
j.HP ADC j.LK j.HK can work, although it's maybe more reliable to hit j.HP ADC j.LP j.HK when you hit an anti-air HP that knocks them really high up.
Lots of people do c.LK MK but remember the MK whiffs on crouching Painwheel at any range, and whiffs on a few other crouchers if you throw it from too far.
Little info for anyone running Peacock behind Filia with Boxcar George assist. You can call Peacock and then hairball for a few nice things. Seems to be safe on block and might even be a frame trap the more I test it. On hit you can IAD j.MP j.HK to restand and combo/reset from there. Anyone wanna put this in the lab and see if I'm missing something? Or is this old news and I need to lurk more?
c.MK c.HK crossunder is mainly character specific. Meaning Painwheel. I've only done it on PW in Training and matches because I can get it only on her. Only great god PW's are Taluda and probably dekill soon.
It was blocked by youtube because of the BGM I am using...donno what to do about this...Let me try to remove the BGM, might looks strange without the background music though
I haven't been able to reliably get it down on Fortune/R.Fortune yet, but on everyone else in categories 3/4 I'm becoming partial to doing j.5lk -> reset instead of j.5hp. Even though you lose a bit of damage, 5lp puts them more reliably into the corner than 5hp, which puts them behind you (with the exception of big band, who ends up in the corner either way). Just personal preference, but I feel maintaining corner pressure is more valuable.
EDIT: watched the video again, on val you got her in the corner off of the j.hp ending so maybe I just suck at timing but it's my two cents either way.
I'm trying to get the hang of the OTG c.lk (s.mk) s.hp IAD j.lp reset, but I'm having trouble with figuring out which side I will land on. I practiced a couple different things to try to move myself to one side or the other to do it reliably but I can't really get it. Is there a timing thing I change to control landing on one side or the other?
I'm trying to get the hang of the OTG c.lk (s.mk) s.hp IAD j.lp reset, but I'm having trouble with figuring out which side I will land on. I practiced a couple different things to try to move myself to one side or the other to do it reliably but I can't really get it. Is there a timing thing I change to control landing on one side or the other?
It depends on the character's weight/hitbox. Every character besides Beo and Big Band can be crossundered. Also it's more reliable to use j.lk so it'll hit more consistently. You can also use the classic j.HK crossundered after the j.LP/j.LK.
It depends on the character's weight/hitbox. Every character besides Beo and Big Band can be crossundered. Also it's more reliable to use j.lk so it'll hit more consistently. You can also use the classic j.HK crossundered after the j.LP/j.LK.
It didn't seem like the j.lp ever really whiffed when j.lk didn't though to be fair when I was testing if j.lp whiffed on a character I'd just omit the s.mk in the ground chain. The reason I wasn't testing with j.lk is because that's usually the 1st move of my 2nd air chain so it'll trigger IPS, which is good for burstbaiting but w/ some characters the burst doesn't actually whiff
I've been thinking of just using IAD j.LK and trying to combo off of that with c.LP (or s.LP if stand jab hits them crouching) so using IAD j.LK c.LP as a hit confirm but the link is quite tricky. I could also use IAD j.MP but outside of the corner you have to space it, it's not super easy to use. What other overhead option is viable up close?
IAD j.lk > j.mp > cr.lk is a combo and and a mix up plus its not that hard with a little practice. The j.mp doesn't hit but helps Filia fast fall to the ground giving you more frames to link into cr.lk. You can fast fall with other buttons but j.mp gives you the most frames.
This is also Filia's safest IAD option as it allows her to get back to the ground fastest while still attacking the opponent. I also counters people who up back a lot because it will prevent them from getting away from you and then they have to block the low.
That's awesome but it feels like a one frame link. I'm pretty sure it actually is one because if I try IAD j.LK j.HP instead of j.MP, the frame display says I'm at +10 instead of +11 and I can't get the c.LK to ever link (I assume that +11 still has 3-4 frames in the landing or something before you can throw the 7 frame c.LK).
Edit - Wait, I can get it to link with j.LK j.HP occasionally with a ton of tries. I guess I am underestimating the difficulty of a real 1-framer in the Skullgirls frameskip. So say a 2-frame link for the j.MP fastfall.
That's on crouching Fortune in case height matters.
A 5 frame LP is a pretty easy link though with the cancel.
with lk > mp you are +11 after you land so using cr.lk you have a 3 frame link with s.lp its 5 frames and with cr.lp its 4 frames. If you want to use s.lp then dont forget that s.lp will miss a few characters crouching hurtboxes and you wont get the high low mix up that the cr.lk gives you with they happen to block the j.lk.
I wouldn't bet a million bucks on it or anything but I'm fairly sure there are some landing recovery frames that aren't counted in that +11. If that's legit you should be able to link an MK.
Edit - A little more research. You also get more frame advantage if you hit with a later active frame of j.LK when you start losing altitude. I still can't link an MK even at +12 though.
And further research: I'm almost sure that the hidden recovery on the +11 is 2 frames of what I assume is landing. Plus, I forgot that c.LK is shown as 7 frames, but it's actually active on the 8th. That would mean +11 -> +9 and that makes the c.LK a 2-frame link as I guessed. I think a SG 2-framer is a bit harder than a SF4 plinked 1-framer due to frameskipping, which means a lot of link practice if you want to put that in the toolbox 100%. But it really is extremely good if you do. There are also situations where like against a ducking Filia/Fukua the first active frame of j.LK automatically whiffs, meaning you hit on a later frame and the link gets easier.
As far as yomabuddy's post, IAD j.LP j.LK works if you space yourself so the j.LP won't go over them (normally doing two c.LPs first puts you in the right spot) and chicken blocking doesn't get a punish on it (it does if you chain j.LP j.LK j.HK though). Since j.HK isn't an overhead anymore lots of people have started automatically going to downback after they block a Filia high so sometimes the j.LK hits after they block the j.LP too.
Serious part: This is just a little exploration into how to get other characters in using Filia OTG drill. I had it on a character death because I was also looking into how to get Robo-Fortune in without meter.
So I'm sure people know about the c.mp IAD throw reset being 0 but did you know that c.mp psyche is also 0? It's slightly less aggressive but it gives a similar setup at a further range and its not as variable as IAD grab.
For all of you that don't know the lore:
Snip, Snip = s.LP
Comb Under = c.LP
Ankle Sock = c.LK
Buzzcut = j.MP
Bounce and Volume = j.MK
Salon Treatment = j.HP
Ok, just putting this here because it's a thing that i'm hoping to be more of a thing:
Bounce and Volume IAD > Buzzcut IAD
For the low low price of one more input on hit (Salon Treatment for a fastfall), you can skip the second hit on it for +12 on block. If they pushblock, +21 and you can IAD Bounce and Volume again to stay in their face. It also has the same start-up as it's buzzcutting cousin, does more damage, has less scaling, and if you're an idiot and IAD in neutral all day like I do, you hear Samson go "Ruuu" "Ruuu" "Ruuu" every jump. (It's soooo fasttttttt)
It downsides are the follow-ups. Every time it hits, you HAVE TO input Salon Treatment AS FAST AS POSSIBLE so you don't get the second hit and go flying backwards. It's only follow-ups on hit are Snip Snip, Comb Under, and Ankle Sock. Ankle Sock, although it's the easiest High-Low, has so few frames to link it that it drops easily. Also, the hitboxes on it are nowhere near as sexy as Straight Razor or Salon Treatment, and it'll lose if Filia is lower than her opponent.
Ideally, (I'm not quite here yet) you should swap between the medium buttons in IAD as Buzzcut does cool things like multi-hitting armor noms (You can also fastfall Buzzcut using the same trick), with the occasional Straight Razor when you need something Thick and Fast to smack your opponent with.
My typical inputs using this amazing move:
True Notation:
Bounce and Volume (Salon Treatment)>Comb Under>French Twists/Leg Warmer...
j.MK(j.HP)>c.LP>c.MK/s.MK... Filia stuff.
if it's blocked, you get plenty of time to confirm what had happened with this route.
Translating the previous post into non-obnoxious notation in case anyone else can't be bothered to read it:
j.MK IAD > j.MP IAD
For the low low price of one more input on hit (j.HP for a fastfall), you can skip the second hit on it for +12 on block. If they pushblock, +21 and you can IAD j.MK again to stay in their face. It also has the same start-up as j.MP, does more damage, has less scaling, and if you're an idiot and IAD in neutral all day like I do, you hear Samson go "Ruuu" "Ruuu" "Ruuu" every jump. (It's soooo fasttttttt)
It downsides are the follow-ups. Every time it hits, you HAVE TO input j.HP AS FAST AS POSSIBLE so you don't get the second hit and go flying backwards. It's only follow-ups on hit are s.LP, c.LP and c.LK. c.LK, although it's the easiest High-Low, has so few frames to link it that it drops easily. Also, the hitboxes on it are nowhere near as sexy as j.LP or j.HP, and it'll lose if Filia is lower than her opponent.
Ideally, (I'm not quite here yet) you should swap between the medium buttons in IAD as j.MP does cool things like multi-hitting armor noms (You can also fastfall j.MP using the same trick), with the occasional j.LP when you need something Thick and Fast to smack your opponent with.
My typical inputs using this amazing move:
j.MK (j.HP fastfall)>c.LP>c.MK/s.MK...
(as an aside, when the JP version of the game comes out will people start using Japanese move names for next-level syck notation?)
I mean j.mk to me has only been useful when you want to get away from your opponent in neutral. Air grab,j.lp, j.hp, and j.lk are usually my neutral buttons. I have seen cloud use j.mk but never really seen him confirm off it
I mean j.mk to me has only been useful when you want to get away from your opponent in neutral. Air grab,j.lp, j.hp, and j.lk are usually my neutral buttons. I have seen cloud use j.mk but never really seen him confirm off it
I just gave you the confirm tool, lol. I confirm from it especially well from Comb Under; 6 frames, covers a wide area, and although it isn't a low, it's + and let's me know what my next button is.
Mind you, the buttons you are using are fantastic buttons, but I think Bounce and Volume shouldn't be discounted as an assault tool. I mean the concept can go flying over people's heads. Especially when they get close to figuring out why I like that button so much.
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