- Joined
- Sep 14, 2013
- Messages
- 167
- Reaction score
- 127
- Points
- 43
- Age
- 31
- Location
- SoCal
- Website
- steamcommunity.com
- Steam
- fosh
- PSN
- Fuwushie
Hi! I'm Fosh and I play Skullgirls. This is a thread to document what I do in SG and how I can get better, etc. This might also be a thoughtdump thread at points when I just have ideas related to SG that I want to vomit onto a page somewhere for safekeeping.
Anyway, here are some categories with ideas of what to do in each to start with. That seems like a good starting point. And also some more recent match footage I have recorded against good players if people wanna tell me what I'm doing badly.
Cool, that's all the thoughtdump I have for now, here's some match videos:
I also do some random lab stuff and post it so that'll go down here in the last bin:
Anyway, here are some categories with ideas of what to do in each to start with. That seems like a good starting point. And also some more recent match footage I have recorded against good players if people wanna tell me what I'm doing badly.
- I've recently lost the timing for PBGC-ing consistently and I can't figure out how to get it back besides re-grinding in the lab. Annoying.
- When the game grinds back to neutral, I tend to play almost entirely reactively. While this isn't bad, being proactive at neutral is probably better for me as a player in the long run.
- My resets are mostly made up on the fly instead of having a pre-determined idea of what to do ahead of time. This sometimes causes me to falter in my play because I think of two or three or more conflicting ideas at the same time and can't pick one quickly enough to capitalize on the option I actually want. Input errors into dying abounds.
- I focus a loooooootttttttt (like way too much) on making sure I get a pushblock in under an opponent's pressure. Again, not the worst idea but it's super easy to bait it with stagger pressure. This is a part of the game where I should be trying to play reactively instead of trying to guess about what the opponent is going to do.
- My hit-confirms have gotten a lot better but there's still room for improvement with nearly every character. Nothing is ever 100%.
- I still get clipped by ground throws a lot. Need moar better reactions. Same with the command overhead characters.
- Work on weaning my reactions off of auditory queues, there's hardly ever going to be an offline event where the setup will have game audio headsets available.
- My neutral just overall feels super weak, which is why I used to go in immediately to close the gap with Double and try to by pass that all the time lol.
- When the game grinds back to neutral, I tend to play almost entirely reactively. While this isn't bad, being proactive at neutral is probably better for me as a player in the long run.
- My resets are mostly made up on the fly instead of having a pre-determined idea of what to do ahead of time. This sometimes causes me to falter in my play because I think of two or three or more conflicting ideas at the same time and can't pick one quickly enough to capitalize on the option I actually want. Input errors into dying abounds.
- I focus a loooooootttttttt (like way too much) on making sure I get a pushblock in under an opponent's pressure. Again, not the worst idea but it's super easy to bait it with stagger pressure. This is a part of the game where I should be trying to play reactively instead of trying to guess about what the opponent is going to do.
- My hit-confirms have gotten a lot better but there's still room for improvement with nearly every character. Nothing is ever 100%.
- I still get clipped by ground throws a lot. Need moar better reactions. Same with the command overhead characters.
- Work on weaning my reactions off of auditory queues, there's hardly ever going to be an offline event where the setup will have game audio headsets available.
- My neutral just overall feels super weak, which is why I used to go in immediately to close the gap with Double and try to by pass that all the time lol.
- React correctly to what happens to wake up L Bomber. On block, if I have the meter pick Catheads over Monster [Or Monster into DHC]. Otherwise, don't do anything.
- s.MK SUUUUUUUUUUUUUCCCCCCKKKKKKKS for certain situations that I'm already aware of and I need to remember this when I'm playing. Use s.MP instead.
- L Gun is not as good as I think it is. If the opponent is even within half screen and jumping at me, don't shoot. Or if I REALLY REALLY think the opponent is doing something I can hit, H Gun instead (but probably don't do this either).
- Get the reset game out of j.MPHK down more. Getting the spacing for un/crossup s.LP is weird and I need to actually lab that on different weights.
- I CAN DO THE MCPEANUTS J.HPHK THING WITH EXCELLABELLA, PLEASE DO IT. But I haven't really practiced that either so that's another lab thing.
- Double burst baits don't really work on smart players unless it's a throw bait and I know they aren't the type of player to purely react to throw and I should realize that.
- Corner reset game could use some work. I saw a neat crossunder thing that JPN did at the exhibition that I should steal. [s.HK 9j.LKMKHP dash c.LK, iirc]
- Double can super/double jump stuff and I should be more aware of that.
- s.MK SUUUUUUUUUUUUUCCCCCCKKKKKKKS for certain situations that I'm already aware of and I need to remember this when I'm playing. Use s.MP instead.
- L Gun is not as good as I think it is. If the opponent is even within half screen and jumping at me, don't shoot. Or if I REALLY REALLY think the opponent is doing something I can hit, H Gun instead (but probably don't do this either).
- Get the reset game out of j.MPHK down more. Getting the spacing for un/crossup s.LP is weird and I need to actually lab that on different weights.
- I CAN DO THE MCPEANUTS J.HPHK THING WITH EXCELLABELLA, PLEASE DO IT. But I haven't really practiced that either so that's another lab thing.
- Double burst baits don't really work on smart players unless it's a throw bait and I know they aren't the type of player to purely react to throw and I should realize that.
- Corner reset game could use some work. I saw a neat crossunder thing that JPN did at the exhibition that I should steal. [s.HK 9j.LKMKHP dash c.LK, iirc]
- Double can super/double jump stuff and I should be more aware of that.
- My jab button does not like Fukua. I need to learn the timing on when to press jab in a combo out of j.HK I guess, which seems really weird.
- I don't do M Shadow resets enough and instead go for less good stuff more often than I should.
- Do j.LPHK when approaching instead of j.HK, j.LP is godlike.
- Fireball/Shadow spacing in neutral is ???. I need to figure out what more I can do besides reacting to keep them out.
- More later.
- I don't do M Shadow resets enough and instead go for less good stuff more often than I should.
- Do j.LPHK when approaching instead of j.HK, j.LP is godlike.
- Fireball/Shadow spacing in neutral is ???. I need to figure out what more I can do besides reacting to keep them out.
- More later.
- Bella is the character where that on-the-fly reset stalling thing happens the most, easily. I need to think further in advance for what I'm doing with her.
- I can usually reaction reflect non-Robo projectiles from more than half screen away which is good! But half the time I still get LP LnL instead so work on reaction DP-ing. Also, read the situation to see if reflect is even a good idea, tipping the fact you can do it only to get blocked is an awful idea.
- Mix command grabs into pressure more, especially if I get them to block j.LK since nearly everyone downbacks after that. She's a grappler character for a reason after all.
- There are more BIG DAMAGE combos against heavies that I could be doing that are super easy. Learn those since they even save OTG.
- More later.
- I can usually reaction reflect non-Robo projectiles from more than half screen away which is good! But half the time I still get LP LnL instead so work on reaction DP-ing. Also, read the situation to see if reflect is even a good idea, tipping the fact you can do it only to get blocked is an awful idea.
- Mix command grabs into pressure more, especially if I get them to block j.LK since nearly everyone downbacks after that. She's a grappler character for a reason after all.
- There are more BIG DAMAGE combos against heavies that I could be doing that are super easy. Learn those since they even save OTG.
- More later.
Cool, that's all the thoughtdump I have for now, here's some match videos:
[01/19/2016] Stream vs. WingZero/Cloudking
[01/13/2016] Set vs. Liam
[01/05/2016] Set vs. WingZero
[01/04/2016] Set vs. Hirokuni
[12/22/2015] Set vs. Midiman
[11/20/2015] FT5 vs. Socks
[01/13/2016] Set vs. Liam
[01/05/2016] Set vs. WingZero
[01/04/2016] Set vs. Hirokuni
[12/22/2015] Set vs. Midiman
[11/20/2015] FT5 vs. Socks
I also do some random lab stuff and post it so that'll go down here in the last bin:
Car is Minus Six
Bella/H Drill Incoming Study
Punish H Drill/Fireball pls
Double c.LK Burst Bait
Double/H Drill Happy Birthdays
Filia Corner Tech Chase Concept
Corner Meterless Air Throw Conversion for Valentine
Basic Burst Baits for Double
Double's Confirm Timings
Midscreen Diamond Drop Conversion feat. H Drill
Kill With Double Anywhere for 5 Bars
Bella/H Drill Incoming Study
Punish H Drill/Fireball pls
Double c.LK Burst Bait
Double/H Drill Happy Birthdays
Filia Corner Tech Chase Concept
Corner Meterless Air Throw Conversion for Valentine
Basic Burst Baits for Double
Double's Confirm Timings
Midscreen Diamond Drop Conversion feat. H Drill
Kill With Double Anywhere for 5 Bars
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