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I analyze my lukewarm play

drewski

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drewski
Big Band Cerebella
My computer sucks so I rarely get a chance to see myself recorded. I'm gonna analyze myself to see if it helps at all.

I had a long set vs @mcpeanuts last night so I'll do that. tl;dr incoming. If for some reason you're interested in following along you should probably open a separate window


I'm not gonna bother pointing out every time I drop something because it happens a whole lot. I was doubting my offense a lot in this set
0:21 - Probably the only time this set I block that setup low
0:59 - H hairball seems kinda neat for BB. Updo is hard to convert off of
1:33 - As I said in chat, I did the most obvious thing and did gregor on incoming. Lucky for me I messed it up.

2:44 - So afraid of invincible stuff I pushblock a huge punish for no reason
3:09 - I'm pretty sure I landed and tried to pushblock at the same time here.
3:21 - I hesitate often during the hairball cancel part of this combo.
3:44 - Far too afraid to use my meter. I get 5 bars way too often in these matches.
3:58 - I didn't confirm the blocked s.HP. Thanks to BB I got the kill anyway.
4:03 - I try my dumb incoming mixup where the opponent comes in on the other side and I rush punch. Failed miserably.
4:08 - Upbacked that throw setup
4:17 - I don't think it was a good idea to DHC to Bella there

4:58 - Good reversal
5:27 - Input mistake there but I still managed to combo the other j.HK
5:32 - I should really start going low twice in a row
5:37 - That crossup is fast. It's gonna take me a while before I can block that
5:50 - First (?) time in the set my dash was punished by sing>super. That is still a punish, right?
5:55 - Five bars again
5:57 - I REALLY get a lot of mileage out of jump-back call beat extend.

7:20 - Backdash gets caught by SSJ. Can't do that against BB
7:29 - Get punished for upback assist call. BB always swallows hits during air combos. Looked like it would've worked without the divekick
7:58 - I really mess up the PBGC reflect but it's a pretty safe move anyway
8:04 - Elbow is no bueno with H brass assist
8:16 - I spend a bar to get out of the combo. Got pretty lucky there
8:28 - The majority of my hits with BB vs squigly are from A train. I really gotta get more experience against her.

9:25 - Good punish. I shouldn't do that move against BB when I have him cornered.
10:00 - I'm not sure if it's worth the damage to assists to call them during a bait. I do it so I can continue pressure if they don't reversal.
10:23 - I didn't want BB to heal all that life and I had plenty of bar.
10:34 - I tried to dash forward devil horns here. Got a negative edge run by accident which led to a kanchou
10:52 - Well, that doesn't work on squigly.

11:59 - Saw squigly and got excited I guess
12:15 - Everyone should learn a combo that works in this situation. I certainly need one.
12:53 - Peanuts alters his jump timing to beat my flowchart c.lk. Good stuff

13:39 - Don't try to punish that if you're that far away
14:05 - Punished for upbacking the throw setup
14:42 - Not confirming the overhead actually works in my favor
15:12 - wow j.hk is not good for positioning
15:47 - Despite being an easy confirm, I never do.
16:26 - Timpani is -10 at it's lowest point

16:48 - Thought that maybe s.MP is a decent meaty but got greedy. I don't think I try it anymore after this.
17:09 - H Brass has a lot of blockstun!
17:18 - I was so hype I couldn't help but mash buttons
17:53 - Bella's face is perfect here. If I had not crossed up, I believe that reflect would work in that situation.
18:14 - Upbacked that setup again.
18:21 - s.HK doesn't combo into level 3, drew -_-

19:13 - Upbacked again, this time with assist call
19:55 - j.LP to throw hits me a lot
20:28 - That setup is hard to get to work on squigly due to her thin hitbox.

21:04 - On my end BB told Filia to get in the trash which was hilarious
21:31 - Didn't confirm the blocked s.HP again
19:50 - Really sloppy corner pressure here.

23:35 - I am far too scared of BB in this sequence
24:10 - Whiffed grab into another grab always hits me
24:20 - terrible idea. At least I didn't waste a meter...
24:44 - I guess I was baiting a raw tag or something here? I must have dashed into the DHC. Good conversion

25:30 - Once again, I'm far too scared of BB in this neutral. Perhaps I should stop having Filia on point.
25:45 - Punished the upback
25:50-25:55 - the fuck...
26:00 - Punished the upback
26:34 - Whiffs on squigly without a dash
27:00 - I call assist to bait a rush punch but don't consider giant step
27:16 - I go for positioning rather than damage here. Also I wasn't sure how far I was from the corner for the j.HK part
28:00 - give me a second i have to think of something so super hilarious

28:42 - The hitstop portion of SSJ has good range
29:15 - Big Band eats the elbow hit and I get punished
29:45 - I refuse to stop calling BB and lose the match because of this

30:45 - Matchup inexperience is really apparent right here
30:57 - Two sweeps in a row always works but I mess up the spacing
31:13 - Very nice block. First time I did kanchou this set I believe
31:50 - 5 bars again

33:45 - Upbacked that setup again
34:45 - At the time, I didn't do level 5 because I didn't think it would kill. I had forgotten that you can OTG afterwards
35:00 - Silly staredown into the only thing I know how to do: jumpback assist call

36:10 - Impromptu conversion. The updo was meant as a panicked frame trap but comboed anyway
36:20 - s.HP into copter would have killed there.
36:24 - Bad idea, but it worked (I did it because it's bella's fastest special to chip with.)
36:43 - I'm surprised I blocked that. I must have been sleeping and just holding back.
37:32 - I have no idea how to approach in this matchup
37:52 - Very good sequence here from peanuts. I was super scared

38:26 - Two j.HPs for positioning. Not the best idea in the world
38:39 - Hesitated on the cancel again. Looks like lag but I really just cancel too late after the first hit of j.mk
39:20 - Heh
39:25 - Can't believe that updo hit
39:41 - Merry-Go-Rilla's invuln works well against midscreen rush punches
39:56 - I never learn

40:49 - Lock n Load assist is great
41:28 - Perfect time for 360 but it wasn't what I was going for
41:47 - Very effective incoming setup against BB

43:29 - Pressure looks pretty but it's all overheads. Peanuts was smart to just wait.
43:42 - It looks like I get hit by super again by pushblocking as soon as I land

45:00 - Once again too scared of BB.
45:38 - I think 360 would have worked here
45:52 - Very bad assist call


Overall I don't think I would have been nearly as successful without beat extend. I need to go into training mode vs both these characters and learn some stuff. Gotta stop upbacking so much and definitely work on my reactions. GGs to mcpeanuts.

also squigly players add me on steam pls!!
 
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I watched this entire set earlier, I have a question: Why do you press your buttons so slowly when you do Cerebella combos? I noticed that once or twice you dropped your combo due to it, and I haven't been able to think of any good reason as to why you'd do it. I guess it's appropriate in this thread since it's sort of a critique ;)
 
I watched this entire set earlier, I have a question: Why do you press your buttons so slowly when you do Cerebella combos? I noticed that once or twice you dropped your combo due to it, and I haven't been able to think of any good reason as to why you'd do it. I guess it's appropriate in this thread since it's sort of a critique ;)
Any question is appropriate, man.

There's a few points where I do chain a bit slower, yeah. For the c.lk c.mk, that's because it makes the j.mp j.hk juggle more forgiving. I started doing that after j.mp's hitstun was shortened because it leaves them a bit lower than if you just chain c.lk c.mk immediately. If you're talking about the drops during j.mp j.hk, that's pretty much cause I had the jitters, for the most part. I chain c.mp into c.hp a little slowly too just because I guess I just like the rhythm of the combo. Did I drop a combo because of that? I had so many drops I kinda stopped paying attention to them.
 
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Any question is appropriate, man.

There's a few points where I do chain a bit slower, yeah. For the c.lk c.mk, that's because it makes the j.mp j.hk juggle more forgiving. I started doing that after j.mp's hitstun was shortened because it leaves them a bit lower than if you just chain c.lk c.mk immediately. If you're talking about the drops during j.mp j.hk, that's pretty much cause I had the jitters, for the most part. I chain c.mp into c.hp a little slowly too just because I guess I just like the rhythm of the combo. Did I drop a combo because of that? I had so many drops I kinda stopped paying attention to them.
I'm pretty sure I saw you drop it at c.mp > c.hp, but I could be wrong. But, thanks for answering my question! I'd keep doing it if that's what you're most comfortable with, the c.lk > c.mk chain makes sense and I've never actually thought about that before
 
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Now that I've had a chance to rewatch this I have comments on your comments.

9:25 - Good punish. I shouldn't do that move against BB when I have him cornered.
In my opinion if you do Filia c.MK and it's blocked you may as well still chain into s.HP. That's still punishable against Big Band but it's a more difficult punish and I wouldn't normally try it, whereas if I see c.MK it's like oh hey I'm gonna do the 2 frame super I have.

16:48 - Thought that maybe s.MP is a decent meaty but got greedy. I don't think I try it anymore after this.

For what it's worth I didn't wake up with Beat Extend there because I saw the s.MP. I was just guessing.

21:04 - On my end BB told Filia to get in the trash which was hilarious
This is reminding me I need to actually figure out how to double snap with Big Band. I know one (launch, delay cymbals, repeat) but I'm not sure the best way to get into it. It used to be really hard but now that comboing after Beat Extend is much easier I figure I can just OTG Beat Extend, string into launch, then start the double snap. I just need to practice it.

29:45 - I refuse to stop calling BB and lose the match because of this
This is around the point in the set where I realized "hey I don't call these assists I have, like ever" and decided that if I wasn't using my assists for anything better I may as well use them to counter call. I start doing it a lot from this point forward but this was the game where it was the most successful.

30:45 - Matchup inexperience is really apparent right here
I actually could have pushblocked you into the Opera here but I missed it. I'm negative after this DHC but if you try to do something blockable and I pushblock it you might die.

39:20 - Heh
Combo Big Band away from the Opera if you don't want to risk getting hit by it. Easiest way to do that is with a back throw.

45:38 - I think 360 would have worked here
Yep, it would have. Works on the taunted version too if I'm not mistaken.
 
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Now that I've had a chance to rewatch this I have comments on your comments.

9:25 - Good punish. I shouldn't do that move against BB when I have him cornered.
In my opinion if you do Filia c.MK and it's blocked you may as well still chain into s.HP. That's still punishable against Big Band but it's a more difficult punish and I wouldn't normally try it, whereas if I see c.MK it's like oh hey I'm gonna do the 2 frame super I have.
You're absolutely right. It's faster and safer. You'd never guess I've been playing this character since vanilla.

16:48 - Thought that maybe s.MP is a decent meaty but got greedy. I don't think I try it anymore after this.
For what it's worth I didn't wake up with Beat Extend there because I saw the s.MP. I was just guessing.
True, but I think in the pacing of the match it was a pretty obvious moment for me to press buttons.

21:04 - On my end BB told Filia to get in the trash which was hilarious
This is reminding me I need to actually figure out how to double snap with Big Band. I know one (launch, delay cymbals, repeat) but I'm not sure the best way to get into it. It used to be really hard but now that comboing after Beat Extend is much easier I figure I can just OTG Beat Extend, string into launch, then start the double snap. I just need to practice it.
Beat extend works really well for that provided you haven't used soundstun yet. I find that c.lk s.mk s.hp usually gets the job done, especially if you dash c.lk. I've been using launch j.mp j.hp jab launch, but I never seem to get many opportunities to double snap with him.

29:45 - I refuse to stop calling BB and lose the match because of this
This is around the point in the set where I realized "hey I don't call these assists I have, like ever" and decided that if I wasn't using my assists for anything better I may as well use them to counter call. I start doing it a lot from this point forward but this was the game where it was the most successful.
I feel that LnL/rush punch are among the better counter call assists, especially now with the counterhit damage boost.


30:45 - Matchup inexperience is really apparent right here
I actually could have pushblocked you into the Opera here but I missed it. I'm negative after this DHC but if you try to do something blockable and I pushblock it you might die.
It doesn't seem negative at all. I couldn't get reversal fenrir to hit in training mode. It's punishable with a pbgc jab if you push block at the second hit of SSJ, though.

39:20 - Heh
Combo Big Band away from the Opera if you don't want to risk getting hit by it. Easiest way to do that is with a back throw.
Good idea, it's not like I was low on meter either.

45:38 - I think 360 would have worked here
Yep, it would have. Works on the taunted version too if I'm not mistaken.
Good to know.

Thanks for the response. also wtf is with these dual quotes
 
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Any question is appropriate, man.

Why am I so free to you? :(

(I guess we can analyze that when I record next time)
12:53 - Peanuts alters his jump timing to beat my flowchart c.lk. Good stuff

This is flowchart? There's a bella flowchart?

25:30 - Once again, I'm far too scared of BB in this neutral. Perhaps I should stop having Filia on point.

In general, I don't think it's a bad idea for you to switch between Filia/Bella for point. You seem to mostly never rely on meter too heavily for both, and while you do like to confirm with Bella Assist for Filia, you also do well with just the BB assist. At the very least, in this match up it seemed that Point Bella might have been better.
 
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Why am I so free to you? :(

(I guess we can analyze that when I record next time)
In all honesty, I think my team in particular is an especially bad match for solos. Lock n Load gives Filia more freedom on offense. For defense, beat extend is effective even at almost mid-range. On top of that, I can j.HK parasoul on wakeup with no thought because pillar whiffs. :/

This is flowchart? There's a bella flowchart?
Hehe, I meant it more as like a "this is a really no-thought thing to do"

In general, I don't think it's a bad idea for you to switch between Filia/Bella for point. You seem to mostly never rely on meter too heavily for both, and while you do like to confirm with Bella Assist for Filia, you also do well with just the BB assist. At the very least, in this match up it seemed that Point Bella might have been better.
mm, yeah still not sure how I feel about point filia vs BB. I think the fact that I don't really on meter is a big problem. If I did, bella seems like the more sensible point because gregor seems like a better utility against BB than dynamo/360.
 
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Im just gonna say your beat extend assist is like pure ocean salt. Im always riled up dealing with your setup as a solo. guess im gonna have to learn a new char eventually
 
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Im just gonna say your beat extend assist is like pure ocean salt. Im always riled up dealing with your setup as a solo. guess im gonna have to learn a new char eventually
I still believe that air deadcross is a decent beat extend deterrent... providing you're far enough away from the massive range :p
 
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Played a BB vs Parasoul FT7 with @fenster, because I have a lot of issues with this matchup currently.


0:09 - The first of many times I get hit landing with a stand jab. This seems like a bad range for BB to be in, because even if I thought of baiting it with a cymbal clash, her stand jab is tall enough to hit.
0:16 - Did I mention I don't really know how to play BB? Yeah. :p
0:25 - I try to press some buttons and keep getting counterhit.
0:38 - Gotta work on my confirms.
0:42 - I should probably stop pushblocking shots all the time. Rather, I should really start chicken-blocking them.
0:50 - I try to parry an anti-air stand jab and it pays off.
1:04 - This time it doesn't pay off.
1:14 - Doing reversals in between tear shots. Risky, but it works here.
1:47 - Delayed b.HK hits me. I really have trouble blocking that overhead.

2:20 - Still inexperienced on confirming off of a parry from this distance.
2:50 - Kara-cancel rush punch expecting a full screen tear shot.
3:00 - Fenster plays patient and blows up my attempt at punishing upback.
3:26 - Poorly spaced low gets reversaled. Luckily my taunt was charged. You'll see later that it's not something I consider, I will super in that situation (and often lose) regardless.
3:52 - See? I tried to super here and didn't even have a bar.

4:30 - I'm really scared in the corner in this matchup, especially when she is at a range that BB's stand jab will whiff.
4:47 - I assure you that I didn't consider whether or not I had taunted. If I really was in a good state of mind, I would have just jumped over the bikes.
5:10 - Interesting punish here. I'll need to remember this.
5:30 - Most of these blocks were actually parry attempts that I just did WAY too early.
5:43 - Could have gotten far more damage here.

6:35 - This jumping stems from fear of shots.
7:12 - I need to recognize that shot doesn't combo from that distance.
7:27 - Air pushblocking shots probably isn't a good choice.
7:30 - Once again a myriad of failed parry attempts. I know what I need to practice, at least.
8:25 - I try to punish the mispaced shot but M rush punch is a bit too slow

(whole beginning portion) - Failed parries again. Fenster does well in switching between the different strengths of shots to make it difficult.
9:28 - It take me the whole set to realize that doing c.MK after giant step is very hard (if possible) to avoid the OTG against Parasoul.
10:00 - I expect a shot here and don't bother to confirm.

11:12 - BB does a lot of damage.
11:37 - Cymbal (or air super) probably would have worked here.
12:06 - Yeah, not pushblocking j.HP is a far better option, as long as there is no assist.

13:30 - I'm even scared when I have her in the corner.
14:30 - Really gotta learn to just block! I wasn't even in the middle of a move here.

15:42 - I don't bother doing two supers to end the round because it dodesn't seem worth it.
15:50 - I gotta learn some better airthrow combos
16:04 - Bad super
16:47 - あ. . .

17:50 - Should have supered, but it's ok; only lost a small amount of health in the long run.
18:34 - Another bad super

Not gonna bother commenting the rest because it's mostly the same stuff. Overall, I really gotta grind this matchup. I need to practice parrying tears and experiment with (not) pushblocking. If fenster improved his mixup game and hit his combos more consistently, the final tally would have been far different, I feel. GGs.
 
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Okay let me comment on some of your comments. :PUN:

I need to practice parrying tears

Considering how you are the single best bella at consistently reflecting Tears from my mindless "blockstrings" and from the explosions, I'd think this may very well be something you'd get down. You're even more aware of the tear placement than I am a lot of the time, lol.

0:42 - I should probably stop pushblocking shots all the time. Rather, I should really start chicken-blocking them.

Weirdly enough, I feel like this half works, it just depends on the situation. From observing my own matches from different matchups, it usually looks like pushblocking against Para' Fireballs when she's on the defensive isn't good and blocking is fine, but I see that I've trained myself to pusblock fireballs when she's using them and she's on the offensive. That could just be a Parasoul Mirror Match thing though which is already weird enough as is.

1:14 - Doing reversals in between tear shots. Risky, but it works here.

Almost always a good idea, especially when the Parasoul is ultra predicatable (aka me). Another good spot to reversal is after Parasoul gets to the j.HK part of her combo as that's a common dropping point in scrubbier Parasouls (again, aka me).
(whole beginning portion) - Failed parries again. Fenster does well in switching between the different strengths of shots to make it difficult.

In General, I don't think parrying tears from a distance is a good idea. You only keep a tiny amount of momentum it seems and you still take slight damage from the attempt. But who knows, maybe one day you or other BBs will start parrying everything?

11:37 - Cymbal (or air super) probably would have worked here.

I think a well spaced meaty cymbal might be solid against Parasoul. If nothing, Cymbal is safe enough that things will be alright. If just wakeup Pillar and spaced right, it'll not work and then get hit by cymbal. If wakeup Pillar+Bikes, it'd either eat up the bikes too or you could probably just super cancel as well to dodge.


13:30 - I'm even scared when I have her in the corner.


Just to add something to your corner pressure, I think you don't do enough Giant Steps when I'm cornered, either raw or at the end of blockstrings. At the very least, I never see them coming, and at a far enough spacing I think they'd do well in corner pressure.
 
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In General, I don't think parrying tears from a distance is a good idea. You only keep a tiny amount of momentum it seems and you still take slight damage from the attempt. But who knows, maybe one day you or other BBs will start parrying everything?
I dunno, BB's size makes jumping around tears pretty difficult, and she recovers fast enough that rush punching is a pretty big risk.


I think a well spaced meaty cymbal might be solid against Parasoul. If nothing, Cymbal is safe enough that things will be alright. If just wakeup Pillar and spaced right, it'll not work and then get hit by cymbal. If wakeup Pillar+Bikes, it'd either eat up the bikes too or you could probably just super cancel as well to dodge.
Meaty cymbal... neat :o


Just to add something to your corner pressure, I think you don't do enough Giant Steps when I'm cornered, either raw or at the end of blockstrings. At the very least, I never see them coming, and at a far enough spacing I think they'd do well in corner pressure.
Good point, that's a tool that I don't really utilize enough.
 
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Too sick to concentrate on playing SG, so I'll do a little writeup of a FT7 with @FuLLBLeeD from a few weeks ago.


0:05 - jump/dash jump/anything > beat extend assist is a pretty good way to start the round. Will eat up a lot of buttons.
0:13 - I was really surprised that BB lasted that long in the combo.
0:21 - HP LnL is slow. In this situation, don't be afraid to just upback.
0:27 - This string doesn't work if c.HP is pushblocked.

2:00 - It doesn't seem like HP brass is too effective against Filia at close range.
2:16 - Updo would have been fine here. I get too trigger happy with super when I pbgc.
2:47 - Oops
3:04 - Nice DP. Tried to clap there.

3:24 - This is where I start counter-calling with HP LnL, which is probably one of that assist's strongest assets. HP rush is also good for this.
3:45 - Beat extend is the best assist.
3:55 - Missed the j.MP in the middle there. Backed off because I didn't want to do anything antsy.
4:20 - If you did s.HP launch here instead, you may have been able to dash up and OTG [c.MK > s.HP] repeatedly until Bella came out.
4:47 - j.HK with BB seems no bueno for punishing assists.

6:00 - Making good use of air grabs during this round.
6:08 - I didn't bite on the frame trap but got caught upbacking again.
6:25 - Nicely spaced slide.

7:52 - Honest question because I forget: in the recent fortune nerfs, did this move lose some invuln? I know dynamo has a ton of invuln frames but still..
8:00 - I think we were both a little confused here.

9:03 - Panicked a bit when LnL hit. Updo was not a good idea.
9:34 - Wow. LP rush is definitely not a safe poke at that range vs. Filia.
9:37 - Sheesh. Good thing BB is so huge or I would've been fucked.

11:01 - dangit
11:11 - Definitely could have continued the combo here.
11:20 - Thought I was close enough to the corner here to continue the combo. Even if I was, still a bad idea.
12:07 - This moment of stupidity set a precedent for the rest of this round.

13:02 - My Filia has been a bit sloppy this set. At least when I actually get a hit.
13:48 - Great super there.
14:10 - Really nice pushblock.
14:20 - Whiffing grabs here in hopes of countering a rush punch.

15:10 - Woah!
15:28 - I think I wanted jumpback j.lk > assist call here.

16:10 - I tell people this a lot, but everyone needs a birthday combo for when BB is an assist.


All in all I think this was a solid but kinda sloppy set from both parties, and we could both probably do better. Maybe you should consider trying out HP beat extend assist for the lockdown and pressure opportunites, which is what it seemed like you were going for with HP rush punch this set. I'd like to play you in a FTxx again sometime, maybe on a WYL or something. :)
 
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7:52 - Honest question because I forget: in the recent fortune nerfs, did this move lose some invuln? I know dynamo has a ton of invuln frames but still..

No it didn't, it still has the same invincibility, it's only invincible for a certain time while the roll comes out. You just straight up supered at the right time.

Maybe you should consider trying out HP beat extend assist for the lockdown and pressure opportunites, which is what it seemed like you were going for with HP rush punch this set.

While this is true, one thing about how full bleed plays I think is that he likes to jump around normally. SO basically what I think he does is call BB assist while doing something (usually a jump, sometimes DP) to cover the air options while BB covers ground options and scare the opponent into blocking. While probably this is still applicable with a DP assist, I don't think Fullbleed does too badly with his assist here, where I persaonlly think that the LnL assist can be greatly used to countercall BB.
 
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While this is true, one thing about how full bleed plays I think is that he likes to jump around normally. SO basically what I think he does is call BB assist while doing something (usually a jump, sometimes DP) to cover the air options while BB covers ground options and scare the opponent into blocking. While probably this is still applicable with a DP assist, I don't think Fullbleed does too badly with his assist here, where I persaonlly think that the LnL assist can be greatly used to countercall BB.
That is true. Playing Filia I often forget how much the vertical range of beat extend helps her (due to her lack of a double jump), whereas with other characters it may not be quite as useful
 
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This isn't really a gameplay thing but I wanted to post it anyway.

Randomly got invited to a massive Korean steam chat at like, 3AM last night which, if google translate didn't mislead me, may have actually been an accident. I played a set vs giantkingturtle which ended up around 9-4 and then he posted something in the chat which google translated as "Drew on his ski had a mental collapse," which I thought was pretty great.


Anyways, gameplay stuff. I dunno, I have been pretty lazy in this game recently and I feel like it shows. I notice a lot of people I play really improving (yay! :D) and I'm still doing the same 50/50 resets and unsafe, unnecessary guesses. I don't wanna but it's really time to learn another team just for perspectives sake.
 
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Play every character because why not
 
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Hello! I am learning Squigly! Squigly players please help.

She's only 2 days old so I don't understand her spacing at all which is pretty much the reason I mash beat extend whenever I can. It was pretty much the only way I got hits, too. I have no idea how to open people up with her or what to do at midrange in the air. BB, I dunno. I've always performed really terribly vs Parasoul but I feel like I'm getting worse at the matchup. Also fenster is getting rly good at this game :3

EDIT: I need to remember j.mp > divekick for pushblock bait. That seems really good.
EDIT2: LMAO the music is the perfect length.
EDIT3: Man this thread name is kinda erotic sounding
 
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I watched the fenster match, these are my thoughts:

-You rarely went for a charge. Note that even if you can't full charge, you can cancel it so it can be used to make an opponent come in. A full charge lets you use Seria Cancelling which makes your in-close pressure more scary. Also note that while you can do stance cancel combos without charge, they're a bit tougher.
-You went for the same reset like 8 times. That one where you j. lp, j. mk, dive kick -> throw, lp to throw. Hey it worked and I'm sure you'll learn more in due time, but try different endings like Tremolo for knockdown, Arpeggio, Arpeggio xx SBO xx D+FP, etc.
-Also, you didn't use your meter much. SBO is good for combos and for spacing. All the throws you were landing could have been converted into more damaging. Also once you get more comfortable with BB, you can place a SBO above Squigly and DHC into SSJ, knocking the opponent into the SBO and giving you some options.
-Don't RH gravedigger in the corner for a combo, you'll end up throwing your opponent out of the corner.

Overall I think you were going in too much and not using your normals to space enough. To me, Squigly is not a pure rushdown character or keepaway character; she's more like Valentine in that you want to pick your battles. For Parasoul, I say Parasoul beats you in the air, but you have similar spacing tools on ground with low MK, low RK, and MP. Just gotta learn your matchups.
 
-You went for the same reset like 8 times. That one where you j. lp, j. mk, dive kick -> throw, lp to throw.

I was kind of tired and didn't feel like looking for throw techs. :( And as long was it was working, no reason to stop.
 
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Let me know if you want to do a set this week
 
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I've only watched about half the set but one thing that really jumps out at me is I think you should j.LK at neutral a lot more. Like in the first game at 0:19 and 0:26 you get hit air to air in situations where I feel j.LK would have beaten Parasoul's j.LP. Actually I can't see what you were pushing at 0:19 so maybe it was j.LK, but if it was you wanna hit the button earlier than that; it has like 8 active frames so you can push it mad early.

Also agreed with @sketchspace that you wanna convert off midscreen throws using Opera and in general to use your meter more and go for more charges. Level 2 Sing xx Opera is like a really stupid thing where you can get a full combo for no reason and if it doesn't work they still end up blocking the Opera so you're in a good position anyways.
 
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gllt <3333

Thanks for the tips, guys. I need to practice how to utilize her charged moves. That was probably the reason I never bothered going for charge in that set. I haven't practiced endings, either. The ones I came up with during that set were kind of on the fly.

-Also, you didn't use your meter much. SBO is good for combos and for spacing. All the throws you were landing could have been converted into more damaging. Also once you get more comfortable with BB, you can place a SBO above Squigly and DHC into SSJ, knocking the opponent into the SBO and giving you some options.
Here is a question: Does Squigly have the worst meter gain or is it just me/the combo I was doing? Also I have been playing BB for months, I just suck with him lmao.

you have similar spacing tools on ground with low MK, low RK, and MP.
MP, huh. Never would have thought to try that button.

Let me know if you want to do a set this week
Yes! Anytime! c:

I've only watched about half the set but one thing that really jumps out at me is I think you should j.LK at neutral a lot more. Like in the first game at 0:19 and 0:26 you get hit air to air in situations where I feel j.LK would have beaten Parasoul's j.LP. Actually I can't see what you were pushing at 0:19 so maybe it was j.LK, but if it was you wanna hit the button earlier than that; it has like 8 active frames so you can push it mad early.
8?????? the f-. I think it was j.lk but yeah, I should be pressing it earlier then.
 
Squigly jLK is fucking insane and as a Parasoul main I can tell you it wrecks my life, it CAN be dealt with by properly spacing yourself in the air, but the normal spacing Parasoul goes for with jLP gets FUCKED
 
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8?????? the f-. I think it was j.lk but yeah, I should be pressing it earlier then.
I don't remember if it's 8 exactly, I just remember looking at it with the advanced frame data on and being like "lol wut? why"
 
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Here is a question: Does Squigly have the worst meter gain or is it just me/the combo I was doing? Also I have been playing BB for months, I just suck with him lmao.

As far as Squigly meter gain, her problem is that she doesn't have too many specials that's great in the neutral game. You can end blockstrings with some like Arpeggio or DragNBite, but they're not totally safe if the enemy pushblocks early.

Her meter's only reliably coming from combos, throws, and pokes so she has worse meter gain than other characters.
 
Here is a dumb/laggy set with @Dreamepitaph in which one player gives up at the end. Please don't watch it but I'm gonna post it anyway. Okay, watch it for 11:27 actually.

I need to totally reconsider my assist calls vs Fukua.
 
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"don't watch it"
*sees 2 bellas on the screen and opponent is dreamepitaph*
*is bored*
Screw you I'm watching the whole thing.
 
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Aaand I really don't regret it.
It was silly sometimes, I admit, but I like your bella, drewski!
 
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to this day my question is....why on earth did you just eat 4 c lk's? anyways the only problems so far is using LNL against fukua.

your archaic play hard counters my analytic play(i just got back into playing actual people.)

overall you're fine. just don't drop your confirms and play more fukuas and the matchup seems easy to you. i dunno i suck at the game and should give up. (i'll give more notes after my classes)

Upon researching @drewski i find that either assist you do and you're screwed. the ONLY assist that aid you. because you are filia you might as well use Excellabella. the key is to keep fukua grounded. so you can Iad your way to victory but you need to make fukua scared of jumping. of course this is a gimmick technique for one match but if you made a TRIO and had beat extend then it sucks.

@dragonos451 thanks bro.
 
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..........
Some editing required...
And twerk forgets he is in someone else's training thread lol

Upon researching @drewski i find that either assist you do and you're screwed. the ONLY assist that aid you. because you are filia you might as well use Excellabella. the key is to keep fukua grounded. so you can Iad your way to victory but you need to make fukua scared of jumping. of course this is a gimmick technique for one match but if you made a TRIO and had beat extend then it sucks. .
Hmm... the times I've tried using excelle I never seemed to be able to get a good grasp on when to press it. It's worth another try because LnL seems kinda hard to use vs fukua.

to this day my question is....why on earth did you just eat 4 c lk's?
I think a better question is why you didn't confirm any of those :D Or level 3
 
simple. i out-yomi'd myself. the 2nd c lk's i should've confirmed but i 2nd guessed myself. Oh well its not important anyways since i'm gonna play you again for the pure frustration
 
Time to update my thread! This post is gonna be about my experience at Winter Brawl and will be less about analyzing my play and more about looking at why I compete and what my goals are.

WARNING: MESSY THOUGHT-DUMP

Some people here may know me as somebody who gets pretty stressed when under any kind of pressure (see me when I'm driving a group of people somewhere and low on gas) and it's the same way when I'm competing in tournament. Even at Xanadu (the locals I go to) I get a little antsy during tournament matches even though we play all the time. I think it's because I don't really have much confidence in my play and really just want to do well, so I'm constantly doubting myself and it makes me nervous. This brings me to the recent Winter Brawl, where I got 3rd place out of 23(?) players which, to me, is really awesome. I'm happy with the results but if you asked me if I thought I played well I would probably say no.

Here are the matches: vs. Cloudking | vs. Sonicfox | vs. McPeanuts

What I'm really paying attention to in these matches isn't the gameplay (which, I dunno, I honestly feel I'm pretty bad at analyzing gameplay) but more so my body language before the sets start. Against Cloud, I look really serious, I'm fidgeting in my seat, "shake hands" with the wrong hand, and overall seem pretty nervous. After pulling a win out of my butt, I was pretty happy with myself and was basically like "cool, I made top 3. I can relax now." If you look at me versus peanuts or SonicFox, I look a lot more calm and collected and more like I'm actually enjoying myself. My goal for Winter Brawl (and NEC, the only two majors I've attended so far) was just to play not-bad. Like, at the beginning of both brackets I was so scared about going 0-2 that I really wasn't talking to anybody or trying to play casuals or anything. In regards to Winter Brawl, I feel like once I reached winner's finals, I was content with my performance and wasn't worried about what was going to happen next. That is BAD for a competitive mindset (at least for the way I approach competition) and is what I contribute most to why I lost both those sets (peanuts & sonicfox). I don't mean to imply that I wasn't outplayed, but if you look at those two matches and compare them to my match against cloud, I play completely differently. I seem lost about what to do next and make a couple really odd drops/decisions. Once I reached top 3 I should have shifted my mindset to like "oh man, I can win this" and continued concentrating.

A point that I want to make about this is that during my set with peanuts I shook his hand twice (maybe three times?) early before I actually lost. Once because I thought it was 2/3 (even though I had just finished a 3/5 set with sonicfox) and again because I thought his level 3 during the last game would kill. We joked about it afterwards but really I think it's because subconsciously I didn't care about what happened and just wanted it to be over. I'm beginning to think that (for the type of person I am) in order to perform well I pretty much have to be stressed which, I mean, is fine with me. It's not like I play in tournaments every day. Basically, I wanna continue to go to majors and see if anything changes the more I attend. Ideally I'd like to be able to keep calm and also play well, but I'm not sure if that kind of stuff comes with tournament experience or not (at least for someone who doesn't deal with pressure very well like me).

Thanks for reading my unorganized, completely not-proofread thought-dump! It was satisfying to type.
 
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