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As part of the relaunch of Skullheart, ALL previous threads have been archived.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.
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Just do cMK delay jump, instant jMP delay jHK sMP (stagger) jHP instead or do your runstop things.
Also, Cymbals is much harder to challenge than LBrass and can also hit overhead. The various hits can break armor too.
It's a different tool that LBrass. Don't ignore it.
Biggest problem I see is how the hell do you run a online tourny and make sure everyone gets decent ping from everyone? Do you test this with everyone or do you just close your eyes and hope really hard
I don't know anything about this sort of thing so I don't really know what to do or where to start....
And I don't know if there's even enough players in this country to justify trying to cobble together something.
All you need is A. Challonge account to setup brackets (if you were going with the US/EU style ranbats style, preferably a Swiss tournament), B. An understood time for everyone to show up at the same time, and C. If you do swiss style, at least +1 or the same amount of players than rounds you want to do (5 rounds -> at least 5 or 6 players, 6 rounds -> 6 or 7 players) so that you don't have to get repeat fights in the same session. That's the absolute basics you need, and isn't THAT difficult so anyone could set it up. Really, you should just go for it and see who'll bite cause I'm sure you can get things rolling.
Biggest problem I see is how the hell do you run a online tourny and make sure everyone gets decent ping from everyone? Do you test this with everyone or do you just close your eyes and hope really hard
You can't and shouldn't expect everyone to have a decent connection to each other. It's online play, it comes with the territory that you have great connections to everyone and that it's no ones fault (usually). What you need is for everyone to have thick skin and be understanding of this so that you can all play anyways. If it's 1 person with egregiously bad internet to every single person and is being an asshole about it, maybe you could kick them out if everyone complains, but usually even in some high ping matches you can get some okay play out of it.
Just try to not overthink it, cause there's not much you can do about it, imo.
I really want to play Melty but I've got no one to play with. No matter how much I want to learn to play Melty lab and arcade get stale real quick.
Plus, I don't really know where to find the Philippine community; the last mention of Melty with Philippines was around 2008, at least 3 years ago at the latest. Same deal with Eternal Fighter Zero, fun game no one to play with. TT^TT
Other than that, really haven't been playing Skullgirls much lately because last quarter of school and procrastination: the dynamic duo.
Some thoughts, though:
> H Beat Extend is everything my Peacock needed and more. Can't really use it defensively like L BE, but called preemptively and I don't even notice.
> HP, on the other hand, while being the best alpha-counter (imo) just doesn't do it for my BB. It's a great defensive tool when I don't want to risk a tactical mash but it's really not what I'm looking for in neutral.
> I have experienced every character at this point and I think my final team is going to be various Duos of Big Band/Peacock/Double, BB/Peacock is in the running for being my permanent forever team but my Peacock is sorely lacking so I might end up actually running BB/Double in the end. We'll see. The other characters don't really do much for me, though.
> At this point my Peacock has "evolved" into staying mid-ranged, a lot of jump forward air-dash back(Really bad habit, gets me hit a lot), going in for a poke then immediately backing out when blocked instead of going for more pressure that I can actually afford to do. Most of my damage comes less from my shitty day 1 combo but more from chip and unconfirmed projectile hits.
> I don't really know how to describe my Band. He's the one I'm most intimate with but I feel like describing how I play him turns less into an actual account of how I play him into more of a skewed perspective on how I want to be perceived as playing him, if that makes sense.
> My Double is most comparable to my Peacock, really. It's really the same thing, get in and if it fails back off and zone. Biggest difference is that with Double, once I get in I'm gonna go for pressure; unlike Peacock where I hoard my meter for defense(Lenny on it's own as an active threat or Lenny into something) or just to always have the option of not playing Peacock, with Double I'm using that meter to really bring on the pressure. Most of the time that pressure is a blockstring into Monster into dash low/throw. But, similarly to Peacock, after using that meter I usually back off and zone and just look for the perfect opportunity to punch a hole through their defenses.
> a lot of guys seem to play Band simply to have those assists and they don't want to play him. Meanwhile I'm over here not really liking his assists whilst playing Peacock just for her assists.
> I still want to make my dream of a Philippine skullgirls weekly tournament a reality. Just... just let me finish this last month. I swear.
I'm working on getting some recordings of me playing.
I don't really have anyone right now who I feel is on the same level as me or higher while having decent ping though. We'll see.
If you're reading this and you know any other way to host videos that is not Youtube, please feel free to tell me. ^-^
Just played tech.
Please remove Beowulf.
For the love of god please remove beowulf.
In other words:
how do you beat all that armour.
I was able to snag matches by proper zoning, but come on I can't do jump-ins on the guy. By the time Band has baited and blocked the cr.HP the guy's ready to do another normal. And for god's sake I keep forgetting that his qcb+KK recovers in air.
At this point my Squigly trauma is quickly becoming Beowulf trauma and it's much MUCH worse because I just find Beo so utterly brainless to play.
While my Squigly related stress comes from just long looooooong combo and reset strings my Beo stress just comes from the fact that WHY DID YOU HAVE TO GIVE HIM SO MUCH ARMOUR. YOU COULD'VE GIVEN BAND SO MUCH MORE ARMOUR.
I was able to snag matches by proper zoning, but come on I can't do jump-ins on the guy. By the time Band has baited and blocked the cr.HP the guy's ready to do another normal.
This isn't even close to true. You can punish chairless c.HP with heavies. Lab it.
This isn't even close to true. You can punish chairless c.HP with heavies. Lab it.
I probably definitely can.
It's just that, I don't know why, I tend to not attempt to punish until I land. So I tend to press buttons too late, or I attempt to punish in air too late and it doesn't come out.
I'll definitely lab it, definitely.
I want to play painwheel, but I just don't understand her.
I don't know when to use fly and when not to, air footsies and the like are beyond me.
Going to put in some more work on this but it might be a hopeless case.
- Actually find out what to press in the air.
- Learn how to use that armor.
- Learn a few resets to counteract my current low combo damage.
- Find a team that works.
- Assists.
Stuff about the list above:
> Air Buttons
- I need to stop just pressing j.mp and j.hp. I keep misusing j.hp thinking that it's armor would protect me; it doesn't. I also think I'm using j.mp wrong or rather, at the wrong distance. It's got this huge disjointed(?) hitbox right in front of it and I want to use that to keep them in my range, but often times I jump and immediately press that button and I've completely got it wrong since I'm too close. Using fly might solve those problems but that's going to be a lot of muscle memory to build up.
- Goals: Use j.lk and j.mk more. Remember that Fly and Unfly exist.
> Team
- I've been using Painwheel/Peacock everytime I use PW, bad idea. I don't really have assists that fit in with my playstyle on both characters.
- Been thinking Band/Painwheel or Double/Painwheel. Don't want Painwheel in the front for a couple of reasons. Firstly, I don't have enough experience to do Painwheel round-start. Secondly, I still don't know how to gain momentum with Painwheel, learning to tag into her will be essential; transfer momentum from the point to the anchor. Thirdly, related to the second point, both Band and Double have lockdown assists that I like and I need that lockdown to keep momentum.
> Assists.
- Painwheel:
* st.mk - Lockdown; sub-par imo, I find it hard to convert off of but I at least get a guaranteed hard knockdown.
* cr.mp - Lockdown; I can actually convert off of this, distance feels a bit too close to use comfortably, no air control.
* H Nail - Basically a ghetto H George but I don't really like that assist... Probably the best space controlling assist I can get out of her though.
* H Buer Reaper - Air control; nothing else, not really the kind of thing I'd run on a duo unless I lab a set-up.
* Pinion Dash - Pseudo-lockdown; I like it, it adds damage plus cool combo routes. Except that I have problem using it and using it on corner gets them out of it.
- Big Band:
* H Brass - Space Control; Probably the best assist to use neutral wise, will probably fluctuate between this and H BE depending on match-up.
* H BE - Lockdown; Hey, it works for Peacock, why not for Painwheel?
* M BE - DP; Will probably use as a crutch against rushdown until I learn defense.
- Double;
* M Bomber - Lockdown; Really good lockdown.
* H Bomber - Long Range Lockdown; Very situational, acts regularly in corner... needs testing but M bomber probably wins out for PW.
* Cilia Slide - Gimmicky?; Make the enemy afraid of it then act. Might use this once I have a good enough offense to stop using Bomber.
- Peacock:
* L George - Space Control; The best assist, definitely. Helps me with ground control while I'm in the air.
PW jMP has a lot of start up and thinking about that is essential to using it. You have to account for that startup.
Assist ideas to benefit Painwheel;
- Best Peacock assists for PW are LBomb and HBomb. Maybe sHP? You're right about LBomb though.
- Double offers any bomber (I like M but H is better for her than you might think) and Cilia Slide. Clide has mad setups. Look up Krackatoa.
- Big Band offers Beat Extend (L suits PW better IMO but M is great) and Brass. I say L suits Painwheel because of the speed at which it controls air space.
Tagging in;
- Peacock can tag in PW up close with sHP1 > Tag to Painwheel.
- You could also do it safely after a ground throw.
- LBang > Lenny > Hatred Install is quite the DHC.
- LBang > Lenny > Tag also works!
- Double can tag to PW from sHK HLuger dash cHP > Tag to Painwheel.
- Cilia Slide > Monster > Tag to Painwheel
- sHK jLK jMP jHK > Tag to Painwheel (Not Universal? You're comboing tag off jHK.)
- You could also do it safely after sHP.
- In the corner, you could set it up so you do something like sMP sHP HLuger (don't let it come out/hit, just use the step back to move Double) Puddle > Tag to Painwheel. Puddle jail!
- Doing Car > Hatred Install is a classic. You can fly and chase to the corner or simply jump forward into jLP/jLK/jMK > HBuer and do the cool ground bounce thing.
- You can follow up after Nightmare Legion. :^) That super also causes sliding knockdown if you didn't use OTG, making it a safe tag point maybe?
- Big Band can tag to Painwheel with Beat Extend (Shaken) cMK > Tag to Painwheel. (It's so cool..)
- Maybe off cHP sound stun?
- Possibly off sHK wallbounce.
- Safely after knockdown from HBrass or M/H-ATrain
- SSJ > Hatred Install should work like Car sorta.
- No clue about Timpani but probably works?
Now, about Painwheel's assists..
- One you forgot about.. throw! Her throw is actually not a bad assist at all.
- You did account for Pinion.. but it sounds like you accounted for H.
So if you're gonna play Big Band, use H and accept that it's the cool assist for converting off SSJ.
L or M don't work for him IMO unless you can figure that out on your own.
For Peacock, I suggest H or M. H has some tech lying around (Chuck Plazma posted some) and M throws people AWAY from you.
For Double, I WHOLEHEARTEDLY suggest L. It's fast, does the same damage as M and H, doesn't fling them ANYWHERE, has GREAT hitboxes, a TON of blockstun, a STUPID amount of hitstun as well, and is deceptively tall at times. This is also the assist to use that takes advantage of Painwheel having the shortest post-assist-action-taunt or whatever you call that thing. You can call this assist so much you might develop a bad assist call habit because it comes in fast and leaves just as quickly.
It will allow you to confirm off a lot of stray hits with Luger and do some interesting pressure. Also a pretty good flesh step crossup tool. (But throw is pretty fun for that too if you're into that!)
Sorry for the huge post that I'm not sure how to format. ;3;
- One you forgot about.. throw! Her throw is actually not a bad assist at all.
- You did account for Pinion.. but it sounds like you accounted for H.
- Considering my playstyle I don't really think I could use throw, specially considering I only play duo. I need a lockdown/space control assist and using throw, while cool and probably useful for pressure, would probably make regaining momentum after losing it hard.
- Yeah, I accounted for H pinion considering combo routes and conversions, but I've always used and sworn by M.
So if you're gonna play Big Band, use H and accept that it's the cool assist for converting off SSJ.
L or M don't work for him IMO unless you can figure that out on your own.
I use M as a sorta lockdown and neutral tool. I found H's wind-up too long for neutral use.
For Double, I WHOLEHEARTEDLY suggest L. It's fast, does the same damage as M and H, doesn't fling them ANYWHERE, has GREAT hitboxes, a TON of blockstun, a STUPID amount of hitstun as well, and is deceptively tall at times. This is also the assist to use that takes advantage of Painwheel having the shortest post-assist-action-taunt or whatever you call that thing. You can call this assist so much you might develop a bad assist call habit because it comes in fast and leaves just as quickly.
Oh boy.
Yeah, I think I'll try this out with Band.
More Progress~
I played a few matches and I'm really liking Big Band (H Beat Extend) ; Painwheel (H Buer Reaper)
I can get a lot of damage in with Band before a DHC into Install. Reading gllt's response, though, I might try out L pinion and see what kind of pressure I can get from that.
Current Priorities:
- FIND RESETS ; LAB SOME RESETS. Bears repeating, I have trouble with PW's combos so focusing more on resets and set-ups could be to my favour.
- Lab a new combo that's easier to do and does more damage.
- Find a matching BB;PW palette. Seriously.
- Improve execution, been botching fly too much.
Played some more games with a friend ~roughly around the same skill level. (they were using Big Band ; Robo Fortune/Squigly)
Progress:
- Finally got around to making a universal combo by fiddling with the one in the compedium (7300~ damage)
True Universal
cr.lk cr.mk st.hp
xx L Buer Reaper
Fly (6)j.lk
cr.mk st.hp
xx L Buer Reaper
Fly (9)j.lp j.lk
cr.lk cr.mp(all) st.hp
xx L Nails
j.mp [holding 8 when in corner/too close, holding 9 otherwise. Doesn't matter with Band and fatties]
st.lp/cr.lp cr.mp(all) st.hp
xx L Buer Reaper
xx Crawl
[~7300 Damage]
I really like this combo so far...
I probably won't change this combo for a good long while.
- My neutral game seems to be getting better. I don't just fly randomly anymore, I actually seem to on the ground more often than my other characters; I don't really go up in the air unless I'm backed by an assist, only really using fly for combos and chasing. Been using nails too~ Charging M nails basically eats through all of BB's armour moves. I found both uncharged M and H essential space control tools.
- Been getting better at using armour too, I think.
- I spent about ~3 hours labbing and grinding and I think it payed off, I didn't really get any execution failures disregarding lag.
- On assists. I tried out L Pinion, eh... not really feeling it; I've settled on H Buer as my go-to PW assist. I find it really useful in neutral and oki, plus it finally let's me get good damage in corner while keeping my precious hard-knockdown. (I never really learned how to do BB's j.mk(2) j.hp(?) fastfall, boo.) Regarding Band, while I really like H BE for its lockdown and set-up potential... let's just say that playing against Robo has me running back to H Brass. Looking back, I think I said something similar to this in Kyugetsuki's training diary: I really need space control for PW more than anything, and H Brass is kinda the king of that.
- I originally ran BB ; PW to get PW some momentum before getting her in but I feel that a lot of things are skewed to the opponent's favour when PW doesn't have some space-controlling assist. Therefore, I've decided to run PW (H Buer) ; BB (H Brass), I like PW's round-start options and this configuration, while depriving me of a safe DHC, let's me do a hell of a lot of damage. I think I saw a PW w/ H Brass combo somewhere in the PW combo thread, I'll go ahead and learn that.
- I see a lot of potential in PW now, I'm making progress now that I've sunk a bit of time into this. I'm thinking of dropping Double from my "Main Trio" in favour of PW. I've never really had fun with Double, she's, it's really only sort of the "Uuugghhhh, fiine, I'll get this over with" character, while I actually find PW enjoyable. Double is really simple and very good but blagh.
- Found matching BB ; PW palettes.
- Still can't figure out why you'd run trio.
Things To Do Immediately:
- Learn PW H Brass assist corner combo.
- Learn a Hatred Install combo that actually makes it worthwhile to DHC into instead of just "whoops, that was a bad SSJ mash"
- Learn PW grab conversions.
- Lab some PW ; Peacock, maybe see if I can get the feel for this team, see what kinda match-ups it'll be good for.
- ACTUALLY LEARN TO UNFLY
- I meant when to use unfly, actually using unfly, not how to actually do the move.
- Yes, I had to clarify. I've seen enough of this forum to know.
- Shout outs to Hisoutensoku, putting in work in that game is probably why I'm suddenly semi-competent with Painwheel.
- finally, FINALLY, set up OBS and record some matches.
For pw/brass combos you want to use brass on the first chain to optimize your damage, midscreen start with c.lk, c.mk, s.hp, call brass, fly, 6j.mk, s.hp, etc, and in the corner start with c.lk, c.mk, c.hp, call brass, H buer, etc.
Had some more matches~
Finally decided to get out of training room and get into quickmatch with PW...
*sigh* I did terribly this time, though. I made a lot of mistakes, admittedly, but the biggest player, I think, was the lag.
Progress?:
- I simply added H Brass to the first chain of my regular combo in the corner because too lazy, added about ~1000 damage.
- I'm glad I tested because the L Nails j.mp part of my combo doesn't hit Peacock or Painwheel, too short. Fly j.mk works well enough, though, and only deducts around a 100 damage.
- I need to learn a air-to-air j.mp conversion, I hit it all the time in neutral but I currently have no way of converting. TO THE LAB
- I used charged H Nails and some guy used bomber to get through the gaps :c
- It's become apparent that I don't know what to do when blocking as PW... I normally just block it out but it's not really an option sometimes.
- There are some easy reset points in my combo that I should probably abuse... Accidentally found a burstbait too, thanks input mistakes~
- PW (H Buer) ; BB (H Brass) is probably now my permanent PW team
Progress from the previous to-do list:
- Learn PW H Brass assist corner combo.
- Learn PW grab conversions.
- ACTUALLY LEARN TO UNFLY (sorta? actually got to use unfly a few times, though.)
Things placed on the back burner:
- Learn a Hatred Install combo that actually makes it worthwhile to DHC into instead of just "whoops, that was a bad SSJ mash"
- Lab some PW ; Peacock, maybe see if I can get the feel for this team, see what kinda match-ups it'll be good for.
- Midscreen H Brass assist
To-do List:
- Work on a CH st.hp/cr.hp combo.
- Lab a left/right set-up for PW.
- Practice Thresher conversions.
- PW combo into BB raw tag... is it possible? I tested it a bunch and I couldn't find a way :c
- Practice BB combo into PW raw tag combos/set-ups
- Develop oki other than neutral jump, land, j.mp/cr.lk
SQUEEE~
Please tell me that this is actually him, I checked a bit and I think it is him.
Aaahhh, I finally understand people who freak out when they meet a celebrity in the wild...
Most of the damage I did was actually from a mashed SSJ and a non-mash SSJ... I only landed ONE combo.
I think I could've won if I didn't get the stupid idea of a charged SSJ assist punish without another bar of meter for a safe DHC.
I probably only did this much damage because of lag, though, haha
Squigly has just literally reduced me to fucking tears.
ffs I want to play the game not get touched once then spend the rest of the fucking game guessing which button to mash. Even when I do the right fucking thing the game refuses to recognise my inputs (in decent ping) and I get grabbed for the nth time.
I just feel so fucking mad because her double jump goes over all zoning and none of my SoiDs don't hit. And can I fucking talk about A-train. ffs the other guy's A-train hits me the entire jump even a bit after starting to fall from the apex, yes I checked I was fucking blocking properly. Meanwhile I have to be fucking frame-perfect to hit with my a-train. It might as well not exist because not only does it not fucking hit I also get punished even at max range.
I don't even want to complain but Squigly's hitboxes causes her to fall out of so much of my pressure that I just spend the majority of the game wondering when I'll get hit and have no chance to escape.
And for some reason I always get punished for doing ssj into lenny. I checked in the training room and it should be safe on block?
Sorry for swearing so much, I'm tired, I'm frustrated, and Squigly has literally driven me into tears.
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