Looks like a good place to pen down my thoughts on this game so here goes nothing.
I live in Wellington, New Zealand. I main Tekken (and make some content for it on occasion that some people sometimes like), play KOF13 and GGXrd on the side (and am bad at all of them) and I like Skullgirls because it's a vs game that I wanted to try, plus unlike the more popular vs game it's more of a two player game so why not play it.
I apologise if this isn't actually supposed to be here or if reading all my theory fighting made you sick. Thanks in advance for any advice.
I live in Wellington, New Zealand. I main Tekken (and make some content for it on occasion that some people sometimes like), play KOF13 and GGXrd on the side (and am bad at all of them) and I like Skullgirls because it's a vs game that I wanted to try, plus unlike the more popular vs game it's more of a two player game so why not play it.
Currently I'm looking to play Peacock/Filia/BigBand with George's Day Out (LK Bomb)/H Updo/H Brass Knuckles as assists:
1) Not a lot of thought into LK Bomb as Peacock's assist, probably going to change this to something more optimal for my other two characters once I find uses for it. Mostly looking at s.HP for this as it's a projectile and good for lock down and good to try and convert off Filia c.MP c.HK call assist cross under stuff, but I don't know how Big Band would use this assist.
2) H Updo's pretty good for controlling the air space right ahead of Peacock, is pretty fast and is an invincible assist. Looks like it'll be pretty good for Peacock's defense.
3) H Brass Knuckles has two hits of armor and reaches almost full screen so it's a pretty good complement to Peacock's range game. Also it sort of clears up Filia's IAD trajectory so it looks like calling it and trying to get in using this might be pretty useful.
I've currently not played anyone online or offline (only a few sets against my kid brother who doesn't know how to play SG at all, but is sort of trying using the tutorial but loses all the time) so all this assist picking is theory talk from me. I don't know of much competition in my area or online that is close to me, so if there's people around me that play this game frequently then I'd be extremely grateful to play them.
Currently I just spend time in training mode getting my combos muscle memory (Peacock and Filia combos are almost muscle memory, Big Band combos aren't) and learning about better combos/resets that I can steal because I have no creative capabilities whatsoever. Sometimes I try to record my own mixups and try to defend against them, but I am bad at recording mixups properly for some reason (it'll take me an hour to record one mini combo with two reset points in them and by that time I'll find something else to do instead because trying to learn a 2 player game alone isn't very fun).
My current theory game plans with my three characters are:
1) Peacock is obvious - to keep them out with lots of items and build meter. Using this meter I can use Argus DHC Gregor to get Filia in so she can do her thing. I don't want to use resets with her (but knowing them would be useful - too bad I don't know any useful ones from my basic combo) but only build meter from combos, zone my opponent and build meter for Argus DHC Gregor.
I will zone people using s.HP XX HK Bomb XX LK bomb to get bombs out, and M SoID, H SoID and H Bang... dunno how. I need more experience with these tools and this strategy to figure out how these tools work.
2) Filia ideally gets in from Argus DHC Gregor, and once she gets in she basically works like Zero in Marvel 3 - don't let the opponent play at all. Whether I should do this using short combos and resets or long combos into green burst vs throw mixup is probably something that is up to the combo starter I land (I don't have an optimal reset or green burst based combo from Peacock combo -> Argus DHC Gregor, only a damage optimal combo and even then it's probably not optimal) as well as how much health they have and how much meter I have. Her game plan probably requires way more training mode grinding on my part to find optimal combos for damage and resets and optimal damage from said resets. As long as I'll have like no people to play against, the best I can do is spend lots of time in training mode finding the best combos I can.
3) Big Band I have no idea how to play at all. Perhaps like MVC3 Sentinel, pressuring people from far? I need to watch a lot more match videos to understand how this character works.
Things I need to do in training mode:
Peacock:
1) Find optimal Peacock combos that build a lot of meter.
2) Find optimal Argus DHC Gregor routes.
Filia:
1) Find optimal heavy reset combos from different conversions (key conversions: c.LK, ground throw, Peacock Argus DHC Gregor, low air throw, high air throw, burst baits)
2) Find optimal heavy damage combos from above conversions at different undizzy values (usually related to the resets I do land, so I know that if I land eg reset I can finish that character off)
3) Work on my wavedash and backwards wavedash.
Big Band:
1) Practice an optimal damage bread and butter from c.LK, ground throw and air throw.
I guess I can also post my combos and stuff as personal notes here if it's allowed. Anyway, just so I don't forget:
Peacock Argus DHC Gregor conversion:
Peacock s.LP s.MP s.MK
j.MP j.HP adc j.MP
MP XX Argus Agony DHC Gregor Samson
Filia dash s.HP
j.HK adc j.LP j.MP
c.LP c.MP
TK H Airball
s.LK s.MP s.MK c.HP XX H Hairball (XX Fenrir)
Peacock throw
LK Bomb XX Argus Agony DHC Gregor Samson
(need to fill this)
1) Not a lot of thought into LK Bomb as Peacock's assist, probably going to change this to something more optimal for my other two characters once I find uses for it. Mostly looking at s.HP for this as it's a projectile and good for lock down and good to try and convert off Filia c.MP c.HK call assist cross under stuff, but I don't know how Big Band would use this assist.
2) H Updo's pretty good for controlling the air space right ahead of Peacock, is pretty fast and is an invincible assist. Looks like it'll be pretty good for Peacock's defense.
3) H Brass Knuckles has two hits of armor and reaches almost full screen so it's a pretty good complement to Peacock's range game. Also it sort of clears up Filia's IAD trajectory so it looks like calling it and trying to get in using this might be pretty useful.
I've currently not played anyone online or offline (only a few sets against my kid brother who doesn't know how to play SG at all, but is sort of trying using the tutorial but loses all the time) so all this assist picking is theory talk from me. I don't know of much competition in my area or online that is close to me, so if there's people around me that play this game frequently then I'd be extremely grateful to play them.
Currently I just spend time in training mode getting my combos muscle memory (Peacock and Filia combos are almost muscle memory, Big Band combos aren't) and learning about better combos/resets that I can steal because I have no creative capabilities whatsoever. Sometimes I try to record my own mixups and try to defend against them, but I am bad at recording mixups properly for some reason (it'll take me an hour to record one mini combo with two reset points in them and by that time I'll find something else to do instead because trying to learn a 2 player game alone isn't very fun).
My current theory game plans with my three characters are:
1) Peacock is obvious - to keep them out with lots of items and build meter. Using this meter I can use Argus DHC Gregor to get Filia in so she can do her thing. I don't want to use resets with her (but knowing them would be useful - too bad I don't know any useful ones from my basic combo) but only build meter from combos, zone my opponent and build meter for Argus DHC Gregor.
I will zone people using s.HP XX HK Bomb XX LK bomb to get bombs out, and M SoID, H SoID and H Bang... dunno how. I need more experience with these tools and this strategy to figure out how these tools work.
2) Filia ideally gets in from Argus DHC Gregor, and once she gets in she basically works like Zero in Marvel 3 - don't let the opponent play at all. Whether I should do this using short combos and resets or long combos into green burst vs throw mixup is probably something that is up to the combo starter I land (I don't have an optimal reset or green burst based combo from Peacock combo -> Argus DHC Gregor, only a damage optimal combo and even then it's probably not optimal) as well as how much health they have and how much meter I have. Her game plan probably requires way more training mode grinding on my part to find optimal combos for damage and resets and optimal damage from said resets. As long as I'll have like no people to play against, the best I can do is spend lots of time in training mode finding the best combos I can.
3) Big Band I have no idea how to play at all. Perhaps like MVC3 Sentinel, pressuring people from far? I need to watch a lot more match videos to understand how this character works.
Things I need to do in training mode:
Peacock:
1) Find optimal Peacock combos that build a lot of meter.
2) Find optimal Argus DHC Gregor routes.
Filia:
1) Find optimal heavy reset combos from different conversions (key conversions: c.LK, ground throw, Peacock Argus DHC Gregor, low air throw, high air throw, burst baits)
2) Find optimal heavy damage combos from above conversions at different undizzy values (usually related to the resets I do land, so I know that if I land eg reset I can finish that character off)
3) Work on my wavedash and backwards wavedash.
Big Band:
1) Practice an optimal damage bread and butter from c.LK, ground throw and air throw.
I guess I can also post my combos and stuff as personal notes here if it's allowed. Anyway, just so I don't forget:
Peacock Argus DHC Gregor conversion:
Peacock s.LP s.MP s.MK
j.MP j.HP adc j.MP
MP XX Argus Agony DHC Gregor Samson
Filia dash s.HP
j.HK adc j.LP j.MP
c.LP c.MP
TK H Airball
s.LK s.MP s.MK c.HP XX H Hairball (XX Fenrir)
Peacock throw
LK Bomb XX Argus Agony DHC Gregor Samson
(need to fill this)
My current team is Filia/BB, with H Hairball and L Extend assist.
Filia is usually my starter in most situations because my current BB neutral and mixup knowledge is still a but lacking so I try to get them with Filia and not let them get back to neutral. H Hairball is pretty good as it helps make A Train and Brass Knuckles safe and also on hit it pushes them far out where I have the advantage.
BB I sometimes start with because I want to be able to handle neutral if someone gets my Filia and snaps her out to try and get rid of BB for his assist - L Extend is a good assist as a general space control thing and getting rid of it would be very useful for the opponent so just in case people do that to me, I want my BB to be able to handle himself on mixups and return to neutral where hopefully I get a hit back and DHC to Filia out.
A weakness in this team is that I have no safe DHC's so mashing super isn't really effective so I need to be able to block and see where there are true gaps for me to reversal out or hunt for PBGC spots with both of my characters (which might be more useful overall than mashing super then going for safe DHC and hoping for the best). I currently have no plans of incorporating a third character into the mix so I have the option because I want to improve my neutral game and overall knowledge and use of the system mechanics, which is universal knowledge, before I add a third character into my team and increase my workload.
I do need to look for undizzy economical ways to DHC from BB to Filia because I find Filia's mixups and resets way more interesting and varied than BB's so I want to put the opponent in those situations more often, plus having Filia doing the mixups means I have a very damaging DHC if I want the option in Super Sonic Jazz. However, it is not something I'm looking to prioritise because being equally as good with both of my characters is more important to me right now, and when I do feel like I need the option to get Filia doing Filia things at low undizzy cost I'll research those options.
Filia is usually my starter in most situations because my current BB neutral and mixup knowledge is still a but lacking so I try to get them with Filia and not let them get back to neutral. H Hairball is pretty good as it helps make A Train and Brass Knuckles safe and also on hit it pushes them far out where I have the advantage.
BB I sometimes start with because I want to be able to handle neutral if someone gets my Filia and snaps her out to try and get rid of BB for his assist - L Extend is a good assist as a general space control thing and getting rid of it would be very useful for the opponent so just in case people do that to me, I want my BB to be able to handle himself on mixups and return to neutral where hopefully I get a hit back and DHC to Filia out.
A weakness in this team is that I have no safe DHC's so mashing super isn't really effective so I need to be able to block and see where there are true gaps for me to reversal out or hunt for PBGC spots with both of my characters (which might be more useful overall than mashing super then going for safe DHC and hoping for the best). I currently have no plans of incorporating a third character into the mix so I have the option because I want to improve my neutral game and overall knowledge and use of the system mechanics, which is universal knowledge, before I add a third character into my team and increase my workload.
I do need to look for undizzy economical ways to DHC from BB to Filia because I find Filia's mixups and resets way more interesting and varied than BB's so I want to put the opponent in those situations more often, plus having Filia doing the mixups means I have a very damaging DHC if I want the option in Super Sonic Jazz. However, it is not something I'm looking to prioritise because being equally as good with both of my characters is more important to me right now, and when I do feel like I need the option to get Filia doing Filia things at low undizzy cost I'll research those options.
- Pushblocking and PBGC'ing, especially vs assist pressure
- Not autopiloting
- Improving neutral against different styles of play - having a stronger defense vs rushdown players and having a stronger way to open turtles up
- Not running into assists in the neutral game
- Not autopiloting
- Improving neutral against different styles of play - having a stronger defense vs rushdown players and having a stronger way to open turtles up
- Not running into assists in the neutral game
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