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I also made a video showing a few examples for a friend a long while back if you wanted to see it.
I make a few mistakes but you should get the idea.
[Starts Ten Seconds In]
I also made a video showing a few examples for a friend a long while back if you wanted to see it.
I'm out at the moment and on mobile but there is this here:
This is something a bit complicated, but I'll try my best to explain it. I'm going to simplify it a little bit to make it more understandable.Uh... question! Ish.
It would be nice to have an explanation of Pushblock-guard cancelling, like when it's supposed to be done and how useful it is anyway. I've heard that they're pretty difficult to pull-off. I was chilling in the training room the other day, but as expected, I couldn't do one. :P
I guess this info is for when I get better at SG?! ;n;
Yes, it is.
The assist only jumps off screen when they are not in hitstun and they are standing on the ground. The optimal double snap combos will intentionally let the combo drop while the opponent is in mid air and hit them again before they touch the ground, the idea being that you continuously are resetting damage scaling. That's why you can do multiple OTGs. You don't get infinite OTGs, per se. You still only have one OTG per combo. The reason that works is because you keep letting the combo drop, thus getting your one OTG per combo back.Questions about double snaps...
When you get someone in a double snap, is that character (the assist, that is now alone in the corner, being hit by me), what are the rules? I mean, i know that IPS and Undizzy don't trigger, but about the OTG? i've seen videos of double snaps, it seems that you have infinite otgs and you don't need to restand the enemy
Not totally sure what you're asking here sorry. I guess what I would say is test your double snap against a normal point character without doing a snapback, and if the combo counter doesn't reset, you did it too fast.
Double snaps don't change the weight of the character being double snapped, no. So your double snap might have tighter timing on Double or Big Band.
No, you still only have one OTG. If you use it up before you actually snap away your opponent's current character or even after you snap them away, you will need to restand them, which is why some people just repeat restand links for double snaps.
Normal hitstun is applied, except for one exception. When they're in the air, they will only leave the screen when they land on the ground. Basically, they can leave hitstun while they're in the air, but you need to catch them before they land.
Assists don't have a universal weight, and their normal weight still applies (I.E. Big Band will still fall very fast during a double snap).
Uh... question! Ish.
It would be nice to have an explanation of Pushblock-guard cancelling, like when it's supposed to be done and how useful it is anyway. I've heard that they're pretty difficult to pull-off. I was chilling in the training room the other day, but as expected, I couldn't do one. :P
I guess this info is for when I get better at SG?! ;n;
Oh, and this doesn't belong here, but... How is colour palette 10 unlocked on the PS3? The code I've been finding online isn't working. P-please, I need Aigis-Robo-Fortune! D:
Huh?
I didn't say that? I'm sorry I worded that confusingly.
Oh.
"If you use your OTG before or after you snap them away: You NEED to restand them."
It's irrelevant whether you used it or not before the snap, you always get the otg back after snapping, the setup to a double snap should always be the same.Let's say you have a basic combo of two air chains, one requiring your OTG and the other being a restand.
I'm saying if you snap during the second ground chain (right after you just used your OTG), you can't repeat the OTG air chain again and you need to restand them instead. You don't have two OTGs.
I'm not sure why I forgot that, oops.
The point of reversals is that they have invincible startup. Because of this, if, for example, if you're in pressure, you can reversal out if they attack you. You can also mash into them if you think your opponent is going to reset you in a way it will hit them.
To my knowledge select is to go back in the character select screen. Go into the control options and find out what select is set to (I'm not familiar with the controller controls so I can't help you there).
Ok that actually makes sense. I'm on PS4 so I have options and share buttons, I'll try to see what the select button is mapped to.
Thanks. I'm using a TE2 which doesn't have a trackpad button and I don't see any setting to remap it unfortunately.
Don't see it. It looks like you can only map "attack" buttons. Like HP then you pick what you want that to be.
It isn't listed under the buttons you can change individually to my knowledge, you only have the option to change your start/select buttons under "re-configure all". Just go through all of your buttons and at the end start/select should be there.
Thanks. So that's on the main menu?
Yeah, on the main menu you first go into settings, and from there you'll see controller settings.
Thanks. Unfortunately there's nothing in there other than button mapping for the attacks.
What would you classify her playstyle as? What does she have that defines her? I don't play Street Fighter so I'm not familiar with her, but if you can explain what you like about her I can say who would probably be best for you.Okay, this is probably a weird question, but i'm kinda curious really.
I know that skullgirls doesn't have much similarities to Street fighter, being more similar to marvel vs capcom 2 and Guilty gear in some aspects, but i'm really curious, if i'm a chun li player in street fighter (mainly sf3), what kind of character would fit this playstyle in skullgirls, or the closest to it?
I started thinking about this yesterday and now i'm really curious.
I really don't know what makes her fits with me, i mean i just do well with her in most games that i play, SF2, SF alpha, sf3, sf4, mvc3, she just feels natural to me. BUt i don't know her playstyle, some people say is kinda deffensive, but i don't play her being that much deffensive, she normally has very good buttons, being good at mid range, with pokes, i would guess.
Sounds like you would like Parasoul. Good attacks, good pokes, decent range, and has both charge and normal motions.I really don't know what makes her fits with me, i mean i just do well with her in most games that i play, SF2, SF alpha, sf3, sf4, mvc3, she just feels natural to me. BUt i don't know her playstyle, some people say is kinda deffensive, but i don't play her being that much deffensive, she normally has very good buttons, being good at mid range, with pokes, i would guess.
Also, she has both charge motions and normal motions. =P