- Joined
- Sep 2, 2013
- Messages
- 5,368
- Reaction score
- 14,537
- Points
- 113
- Age
- 43
- Location
- Los Angeles, CA
- Website
- www.labzerogames.com
- Steam
- labzero_mike
- PSN
- MikeZWasTaken
s.HP xx M Bang through it, c.HK xx sliding M Bang...?
s.HP xx M Bang through it, c.HK xx sliding M Bang...?
Does c.HK xx M Bang reach from full screen? That first one is definitely good stuff tho. I don't know why I didn't think of it considering I already use that against Fukua.
I can give this a shot, thanks.I feel that round start upback, assist call, delayed grab with peacock/band is pretty much safe from anything parasoul could try? unless BE gets beat out by something, which could totally happen, but in that case you probably chicken blocked j.lp so you have the advantage after landing and a 6f jab to throw out.
Skarmand touched on this too, it looks like the difference is he was doing his j.LP immediately after his jump whereas I was doing my j.LK a bit later than that. I should try to get in the habit of doing j.LK earlier. It's active for days so there's not really any reason not to.
ClaranceMage said the same thing (is this an AU thing?) but I have trouble getting my head around the idea of using the button like that. Are there particular points in the match that you can point to and say "push j.MP here"? I'm asking a lot I know but I think that's what I need in order to understand this, lol
This is easy enough to understand. I can try using j.MP in those kinds of situations and see how it goes. Thanks!
Hmmmmmmm I see. That's a little trickier but I can give it a shot.
I've tried it before, I don't think Cilia Slide is nearly as good for Peacock as H Bomber is. Cilia Slide is better for Big Band for sure, but I'd rather have an assist that's good for Peacock, especially since when the team is in this order, you don't usually have Big Band out with Double still alive (which is something I meant to mention but forgot)
Sort of? I used to run H Bomb and I would call H Bomb and punch at about the same time. It does work the way you're suggesting, but it was still punishable by using grabs or reversals. I imagine trying to do the same thing with Cilia Slide would have the same problem but worse, since slide leaves you right next to them. I'll mess around with it to make sure of course.Do any of Peacock's bombs make it safe to throw out some funny rush punches with BB? Cause you're like ayy paunch and they're like lol blocked but then it's like haha bombs.
If so, take that same bomb and see if it lets you just throw out stuff with Double (slide?) or autopilot some blockstrings with lesser risk involved and maybe even nab conversions on hit? (MLuger enders)
Boxcar..?
1. I don't know if it's a good idea to go forward at this point and make teams based on "If I mess up" since as you get better you would not be messing up as badly and might not be willing to play teams that are arguably better but require you to not mess up.Good things:
1. If Double gets in trouble, mash Car DHC to Lenny seems like a good way to get out
2. Big Band is a smaller percentage of the total team which is good because he sucks (I'm finally ready to admit this)
3. H Bomber doesn't really do anything for Big Band, you can't use it to convert off instant j.MK because it goes right over them. You can probably use it for corner combos but I can't think of any good setups with it.
4. Double j.HP + call Peacock s.HP assist is not as good as I thought it would be, mostly because if they're in the air the Peacock assist whiffs on them. Maybe this needs to be M Item assist, didn't think of it until I started writing this post. Maybe this isn't actually that big of a deal since if they're in the air I can call Beat Extend instead
Couldn't agree less. I think having a B plan if things don't go according to plan is very important. If I didn't think that I'd be playing solo Peacock.
Hmmmm. Well, you guys all play trio with Big Band assist over there in Aus/New Zealand; even if we disagree on the reasoning, it seems like we've come to the same conclusion as far as what team to play. I don't think it's too important stressing over how we got there.
No clue. Will test this.
Are you talking about calling Peacock after Double j.HP or Luger? You may be right, you do run the risk of PBGC hitting both characters if you always call an assist at the same time in a blockstring.4. I don't know if calling an assist all the time is a great idea in a certain situation. Outside of baiting it etc, back when I had my internet I had started to call BB only for conversion purposes with RF for magnetic blast and beam conversions (ofc there was also the "He'll stick out a button in a moment time to counter it with BB call") and just tried to be more conservative with my calls.
I do understand that aspect, but I think that my reasoning is kind of going back to MVC2 style team building, except not as bad because tiers are more conensed. Magneto, Storm and Sentinel have bad defensive options, yet people got really good at doing what they're good at, and they're more popular than other characters in MVC2 that may have uppercuts but as worse in other regards. Of course this reasoning isn't AS relevant for Skullgirls because the tiers are more condensed and I do agree with fenster that the team is good otherwise too, I just think that "I have a safe DHC!" would be much lower on my checklist when I'm trying to make teams. I'd rather focus more on defending against mixups and setups more than "Man yo let me out Imma do my safe mash" but IDK I'm probably biased by Robo not having any functional reversals so I have to focus more on using universal defensive options more so than just doing reversals.Couldn't agree less. I think having a B plan if things don't go according to plan is very important. If I didn't think that I'd be playing solo Peacock.
This actually reminds me of a conversation I had over the weekend with Zaferino (local SF4 player, finished 7th). He was saying part of the way he prepares for a match is he imagines messing up or getting in a bad situation, and then imagines overcoming it. The specific example he gave was when he beat 801 Strider; before the match he imagined getting knocked down by Abel, then recovering and going on to win from that position. I thought it was a pretty good idea and it's something I want to try to implement in SG. I feel like this sort of visualization helps with panicking less when on defense.
Yah I mean in this context more than for zoning patterns. Zoning patters with assists are *insert thumbs up emoji here*
I don't have concrete evidence for this, but I feel like it's harder to react to beam+BE than it is to react to raw BE. When people get better at the match though I don't think that'll be as big a thing since people will dash block and jump block more often. Also in some weird situations when people do jump attack+call assist sometimes the beam will hit the assist out and BE comes out and scoops the point. Again it's weird and I haven't concretely tested that.