- Joined
- Aug 21, 2015
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- 126
- Reaction score
- 102
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- Age
- 26
- Location
- Philadelphia
- PSN
- Flipnote_Turbo
Hey, I'm turbo77, and I decided to start a training diary...
I've been playing Skullgirls since April of this year and I never really played seriously, until I decided to actually learn the game around the summer.
I have two mains, them being Peacock and Cerebella. Honestly, I prefer playing solo Peacock but I started messing around a bit with Cerebella and I thought she would be a good addition to my team. And having Cerebella there for assists, really changes things tremendously.
Assists:
Peacock: ???
Cerebella: Lock n' Load (H)/ Excelebella
Yeah, I don't have any planned assist for Peacock so I just use Bang (M) as a stand-in for now. Lock n' Load is a more helpful assist when doing keep away especially since it has armor. Excelebella was more for a combo, but I might have it in use if someone were to jump a hell of a lot, but it gives me an opening for Lenny+Argus.
Now, I kinda suck, because I just got a fightpad and I'm having trouble adjusting (I've played on PS3/4 pad for months now!) But here's how I have the pad controls set:
Face buttons:
lp mp hp
lk mk hk
Shoulders are (from left to right): 2P and Assist
I have it set that way because, with Peacock I have a combo that ends with SOID and Argus at the same time, with the pad layout I had (without 2P macro) that was difficult. And I can use it to dash, but I'm more used to pressing right or left twice to dash.
My main problems come from:
-Detecting throws/overheads, I mostly low block, but for instance, if Beowulf decided to Wulf Shoot or if Fukua goes for an Inevitable Snuggle, I'll jump out of the way.
-When and when not to teleport, I remember being told that I teleported at the wrong moments, and that I did it to frequently. And I agree, looking back on old matches, I'd teleport with no reason at all. But I decided to only teleport when an enemy goes for an attack that is further away. Ways I've used this with HK Teleport:
Robo's Theonite Beam (H)
Big Band's Giant Step & Flesh Step (H)
Peacock's Argus Agony if blocked.
Squigly's Center Stage with a Battle Opera (lk+mk) follow up.
Those are just a few moves that an HK teleport worked best in escaping.
So, yeah, this is just some stuff to start off, I have other things noted on a Google Doc.
I've been playing Skullgirls since April of this year and I never really played seriously, until I decided to actually learn the game around the summer.
I have two mains, them being Peacock and Cerebella. Honestly, I prefer playing solo Peacock but I started messing around a bit with Cerebella and I thought she would be a good addition to my team. And having Cerebella there for assists, really changes things tremendously.
Assists:
Peacock: ???
Cerebella: Lock n' Load (H)/ Excelebella
Yeah, I don't have any planned assist for Peacock so I just use Bang (M) as a stand-in for now. Lock n' Load is a more helpful assist when doing keep away especially since it has armor. Excelebella was more for a combo, but I might have it in use if someone were to jump a hell of a lot, but it gives me an opening for Lenny+Argus.
Now, I kinda suck, because I just got a fightpad and I'm having trouble adjusting (I've played on PS3/4 pad for months now!) But here's how I have the pad controls set:
Face buttons:
lp mp hp
lk mk hk
Shoulders are (from left to right): 2P and Assist
I have it set that way because, with Peacock I have a combo that ends with SOID and Argus at the same time, with the pad layout I had (without 2P macro) that was difficult. And I can use it to dash, but I'm more used to pressing right or left twice to dash.
My main problems come from:
-Detecting throws/overheads, I mostly low block, but for instance, if Beowulf decided to Wulf Shoot or if Fukua goes for an Inevitable Snuggle, I'll jump out of the way.
-When and when not to teleport, I remember being told that I teleported at the wrong moments, and that I did it to frequently. And I agree, looking back on old matches, I'd teleport with no reason at all. But I decided to only teleport when an enemy goes for an attack that is further away. Ways I've used this with HK Teleport:
Robo's Theonite Beam (H)
Big Band's Giant Step & Flesh Step (H)
Peacock's Argus Agony if blocked.
Squigly's Center Stage with a Battle Opera (lk+mk) follow up.
Those are just a few moves that an HK teleport worked best in escaping.
So, yeah, this is just some stuff to start off, I have other things noted on a Google Doc.