Largest issues I can see right away:
0.01) Play on GGPO 0, always. (Personal tip) : )
More jittery play in exchange for a one
constant input delay setting means that your confirms and gameplay are more consistent.
95% of the top SG players that play online do this.
If it's 150 ping + and you can't play on 0, it's not worth it, decline the match.
Always make sure to play on an Ethernet connection when playing Skullgirls, it doesn't work with wireless because the packets are sent in the incorrect order, causing massive issues.
1) Every time you get hit high, you don't transition into correctly blocking a low if they land, or more highs if they don't land.
You blocked the first high hit in neutral a lot, then got opened up by the low.
The more that happens the better you'll get at blocking low after and pushblocking those strings out, so just keep learning from that mistake and noticing it.
Every time you block anything in general, you get opened up if they switch from high to low or low to high.
Takes a lot of practice to get good at blocking but it's good to note.
What you should focus on is following their character down to the floor as you block their hits.
Continue blocking high and then switch to blocking low as they land.
Follow the character falling to the ground with your eyes as your queue to switch your block.
2) You get a lot of hits especially air to air's and don't confirm off them.
If you were to take all of those hits and turn those into actual combos, you'd be doing a lot better.
You hit the opponent a lot more than you give yourself credit for, and that's all that matters.
Fancy combos or combos in general don't mean anything if you don't get a chance to do them, so just really focus on knowing how to convert your air to airs and pokes into combos.
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In the first match, every time you put that Eliza into a 50/50 situation from Titan Knuckle, she jumped because she read command grab.
When you see that kinda repetitive defensive behaviour, that's your queue to switch it up and go for cLK as she wakes up, it will catch her.
When playing a read heavy grappler like Cerebella, you have to focus on picking up on your opponents defensive habits when you get them in a bad spot so that you can punish them.
You honestly didn't do that bad in neutral, the difference is that you did half of her life bar in pokes, and she did half of your life bar in pokes that were converted into combos.
You don't need combos to win, but they help a lot.
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Second match
Titan knuckle is a crazy opener :P
You got a full combo here and dropped it because you tried to do the optimal pummel horse.
If you see that kind of thing happening a lot, maybe you should consider shelving that and going for a different route?
You do drop a lot of these in the full set.
I did the same basic Parasoul combo until I had ~600 hours, because the damage gain of ~500 damage is not worth the consistency of always landing my BnB so that I can divert 100% of my attention to practicing neutral game and everything else.
At 3:13 when Beowulf did that arm super, you red bounced and then blue bounced.
When you see the blue bounce, you can roll left or right to avoid getting hit, if you don't do that Beowulf gets to continue his combo for no reason.
So make sure to tap a button + left or right to tech when you can.
You kinda got mix up'd to death a lot in this match, and that's okay, that happens.
Just focus on how you got hit the first time.
How were you opened up in neutral or baited into making a mistake that let Beowulf start his offence.
That's the most important thing to focus on when learning the game.
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Third match, again you blocked the first air hit, got opened up by the second one.
Important defensive habit you need to fix with some practice.
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Bad patterns:
- Picking 2 GGPO delay vs 80 ping actually collapses my lungs help.
- Focus hard on picking up from air normals.
Lots of unconfirmed jMP's, jHK's and jHP's (You can confirm from jHP if it hits in the corner, and its hitbox is ridiculous so be ready to do so if you have them cornered and you throw it out.)
- Don't poke with cMP every time. cLK has massive reach and hits low which builds the basic 50/50 mix up between low and grab.
You also don't confirm with cMP because you only have one button to go from from there.
If you start from cLK, you can autopilot the cMP without caring and then by that point at least go "Okay they blocked both of them, now I need to make this string safe"
If you start from cMP, you keep autopiloting into the cHP which is unsafe.
cMP is also just slower and not as useful as cLK most of the time.
- Be a little more careful with Titan Knuckle.
It's sort of like throwing a fireball as a Shoto.
If you do it without knowing when the opponent is going to jump, they might jump and punish you free.
You want to try and use Titan Knuckle to interrupt people from doing something at a distance, or when you know they want to stick to the ground for dashing purposes.
In the event you use Titan Knuckle wrong, and the opponent jumps, you can cancel it into H LNL, and wait for them to hit you.
If they hit you, you can see the armour clank and cancel it into Showstopper or Diamond Dynamo (Easier).
- You
always go for Merry Go Rilla after Titan Knuckle.
That is the first layer of mix up, and if it doesn't work you have to change it up.
You'd be surprised how many people you'd catch if you went for cLK the first time.
Everyone knows about the MGR throw on wake up, which is why everyone jumps until you give them a reason not to.
- You use jHP a little too much over your other moves.
jHP is a fantastic move and controls good space, but you get nothing from it unless they are in the corner.
You also sometimes use it when the opponent is in your space, and it's slow start up gets you counter hit.
Try using jMP more, or getting higher and dropping down with jHK.
You do use both of those buttons, but try and use them more than jHP.
- You forget that you can heal by Snapping the opponent out.
Especially in that last round when you had half your health left and you kept hitting them.
Remember that after snapping the mid combo, they bounce back to you so you can keep beating them up if they are the last character.
It's always worth it for you to heal since you have so much health.
- You do the jLP Mash restand into jHP.
Sometimes you drop yours because the timing is always a bit wild.
This is fine, but there's alternative version that most Bella players elect to use called the jLP x3 jHP restand.
Mr.Peck has a video of it <
here>
See if you like it.
You're not as bad as you think you are!
Your #1 biggest issue is that when you block a hit you don't continue blocking, and that there's a lot of unconfirmed air hits that are costing you a lot of damage, including jHP's that slam them away which could have been a jMP.
Don't worry about getting tossed into the mix up vortex.
That happens a lot, just focus on how you got there and how to avoid it next time.
You'll have plenty of opportunities to practice blocking mix up... heeehhh heh hehe....
Hope this helps.