EDIT: Now with moar organization
How to play fighting games for the beyond Beginner:
Move types:
Reversal moves/Counters: Each move in every matchup can be countered by another much like in rock, paper, scissors.
(Unless it's Filia you're fighting because she's stupid but we love her anyway. But we'll cover this later.)
Poke: Swift/Light attacks with good/decent range that can be used to jab at the opponent from a safe distance in order to test their defense.
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If Parasoul does her infamous jumping Umbrella Slap attack there is a way to stop it.
(you know the one, beginners do it the entire match praying for a hit confirm)
How do you stop this amazing God-like air attack?
ANTI-AIRS: THE MOST OFTEN NEGLECTED TECHNIQUE IN FIGHTING GAMES
Know you character's different anti air moves. What is an anti-air?
Typically it is a move that attacks upwards. Like an uppercut. Or a sexy thorn in Painwheel's case. Or her HK Buer. Point is there are options, okay?
Sometimes your character's anti-air is a grab, sometimes it's a super. Not every anti-air beats every aerial attack, however.
So this is why you must know which ones work for each matchup.
How do you do an anti-air?
With appropriate spacing, simply wait for the idiot other player to jump at you, then execute a safe anti-air for the situation.
In other words, if they jump at you and try to attack, just uppercut them or whatever your move is.
I covered anti-airs before jump-ins because you should really focus on anti-airs more.
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Jump-Ins:
A beginner will often try to jump in and attack over and over again.
Consistently performing a jump-in followed by a series of low normals.
A jump-in is literally when you jump at the opponent and attack them. These are not taboo, but are often done at the wrong time, or way too often.
When should you jump in?
If you're truly a beginner, I would say almost never. But it depends on which character you're using, too.
But Skullgirls is one of those games where the air becomes a huge part of the fight. So let's assume you have to. See Cross-ups.
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Overheads:
Refers to moves that hit the opponent even if they are blocking low. Jump-ins can be used as overheads if you are quick, but it really depends on the situation. I wouldn't encourage using jump-ins as overheads unless you have either:
A. Conditioned your opponent to lazily block low the entire time you perform a block string.
B. Noticed your opponent is only blocking low because they are special.
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Projectiles:
Once again, like alcohol these should be used responsibly. Don't just keep mashing them out over and over. Make sure you're out of their jump-in range, then go ahead and blast them like Vegeta. But if they get too close, stop that blasting and get ready to anti-air or something.
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Armored Moves:
Refers to moves that absorb damage in exchange for the character not getting stunned for a certain number of hits. These are excellent for countering certain attacks that are just slightly faster than your own. But be aware that often armored moves can be grabbed. I don't know about Fukua's armored grab, though. I believe so, but I could be wrong. Use armored moves responsibly.
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Offensive Options:(To name 2)
Cross-ups:
Again with appropriate spacing, you can jump-in just behind your opponent's guard as if trying to jump right over them and attack them from the other side while still in the air. The typical Skullgirls player sucks at blocking so you'll be God-Like if you start doing this a lot on their wake-up.
Because they are blocking in front of them, they will be hit. (unless they're either A: walking forward because they are just dumb, or B: they are really smart and know how to block cross-ups. Often it is hard to tell which one they are.)
A. Wake-up: refers to when a player gets HKD'd (Hard knock down) and is trying to get up to fight some more.
B. Hard Knock Down: When a player is knocked down and cannot tech to get up quickly. Certain moves and specials cause this. But to be honest the way it works in Skullgirls has always been a bit confusing to me, so if someone else could chime in that would be great.
C. Quick Wake Up/Get Up/Ground Tech/Tech*: Performed by pressing buttons upon getting knocked down in order to get up quickly. Only works on a soft knock-down (opposite of a HKD).
*Tech is a term we will discuss a bit later, since it's used for a number of different things.
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Dash-in Grab:
This is your moment to really ruin someone's day; you can either tech the grab or be the one grabbing.
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Defensive Options:
Grab Tech:
when you grab your opponent at roughly the same time they grab you, you will cancel their grab.
In this case, when you grab tech your opponent, you have officially shut down their offensive. You've seen through their little game.
You're like Super Saiyan Goku blocking Trunk's sword swings with one finger. You're god-like. Congratulations.
You can either choose to counter attack, or wait to see what their frustrated mind will do next. I would recommend the later if you have a life-lead.
In the case where you're the one grabbing, it really catches most players off-guard the first couple times. Typically they don't adjust due to the speed of the game. After your block string, you dash in then grab them while they are still blocking. You can also do this by dropping the block string intentionally and just grabbing them. Talk about major mental damage.
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Push-block: Like alchohol, this should be used responsibly. Mashing it during a block string is seldom a good idea. If they drop their block string and you try to push-block, you will have a bad day. Wait for that last hit on the block string, then push them off you. GET OFF ME GIRL. (shouting that is so important in tournaments. Just kidding, you might get disqualified don't do that.)
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Parrying: (Big Band only)
Only certain characters can do this, while others have armor and things of that nature. Parrying is like a block, but there is no block-stun and the timing is very specific. Typically it's done by tapping forward toward the attack. It can be extremely dangerous to attempt as it can lead to eating a full combo if you mess it up, or it can be extremely rewarding as it allows you to perform a reversal/counterattack right after the parry succeeds. Practice on your opponent's projectiles if they have any. Less risk, less reward but good practice. Low parries I believe are done by tapping down when attacked from below the belt. I'm not the parry king, though. I just played Third Strike a lot. It may be different in Skullgirls.
Terms to Remember:
Neutral game:
When both players are throwing out pokes and spacing themselves away from one another in order to get a hit confirm into a combo.
Spacing: A term to describe the amount of space required for a poke/attack to hit, as well as the amount of space required to avoid being hit
by specific attacks i.e. grabs
Hit confirm: After a poke is landed from the appropriate spacing, a combo can be initiated. When a player pokes the other successfully and utilizes this moment to perform a combo or a super, this is what is known as a super saiyan that has ascended past a super saiyan a hit confirm.
Safe: Refers to a fast recovery period after a move is done. Like a jab for example has a fast recovery period (light attacks usually, and some medium attacks) and is therefore safe to throw out at certain circumstances of spacing without fear. (Unless you're fighting Painwheel, Big Band, or Beowulf but that's another story.)
Block Strings:
When your opponent is blocking, you can still execute a combo. Yes, they will block it, but this is good to know. Knowing the end of a block string is huge in Skullgirls because the combos are fast and hard to react to online. Study basic combos for each character in the game, or simply watch carefully for when the other player's block string ends. (Usually look for the move that isn't safe, sometimes block strings are safe, though, in which case wait from the dash-in grab) On the flip side, knowing when YOUR block string will end can prevent you from getting punished.
So before you execute that last finisher attack that leaves you unsafe, if they are still blocking either:
A. Drop the block string and wait a second before doing anything else.
B. Delay your final attack by just a breath.
Life-Lead:
When your health bar is significantly more full than your opponent's.
This should alter the way you play. The other player is probably going to go ballistic on you, so you should be prepared to wax-on wax-off all of their fucking nonsense.
Be patient and do not rush them down.
Rushdown: Basically chasing after the opponent and attacking them furiously, causing pressure.
Pressure: Forcing your opponent to shut up and defend/block/grab tech/mash super for their dear life.
The Stage and You:
STAGE POSITION: THE SECOND MOST UNDERRATED THING EVER
You've probably noticed that when you get stuck in the corner, your life is very different from when you're in the middle of the stage.
You start to worrry, press buttons, shout bigotry, and all that sort of thing.
Meanwhile in the middle, you're as happy as can be. You're throwing projectiles, you're blocking pokes, you're building meter etc.
Depending on where you are on the stage, you should change your behavior.
If you are near the corner and they are walking toward you, you'd better not let yourself get put on the corner. After all, this is your house.
Nobody puts you in the corner in your house! Hold your ground! Don't back up. Wait for their onslaught of fucking nonsense and defend against it.
Then push-block them away and say "Stop that. Get off me. DON'T TOUCH ME GIRL!"
If you're in the middle, remember what we talked about in the beginning; spacing and pokes.
Don't rush them down, don't back up into the corner, just stay calm and watch your opponent carefully and respond to what they are doing with your foundational skills (pokes, anti-airs, projectiles, blocking their bullshit, you know, the basics) You can do this.
Now the moment you get an opening you must listen to me carefully: You poke them successfully, you start your combo and you are beating them in the ass with a spatula, I get it. But what about your stage position? Are you slowly cornering them? YES! NOW IS YOUR CHANCE TO PUT THEM IN THEIR PLACE! TIME OUT! TIME OUT YOU LITTLE RASCAL!
They're in the corner, and no you rush them down, cause pressure, make them pee a little bit. They won't know what to do with you. Remember your block string cancel into grab? Use it! Keep them guessing! Keep them afraid! Break their mind!
To be continued...