Progress Report 1
Got a lot of really good practice lately, playing in lobbies really helps because there's way lower iteration time, and I can filter out the first-timers and tournament champs. I also apparently learn very quickly from other people's bad habits, and playing multiple matches consecutively helps with that. Example: I played a set with a Valentine player, and ate just so many raw Checkmate Incisions thrown out seemingly randomly. Then I noticed that he was throwing them out pretty much every time he got knocked down and had super mater, so I was able to pre-emptively teleport in for a free punish. And I only delivered myself into his lap once, so that's not bad.
Actually made a few friends on Steam, which is awesome, but I made several of them while playing on a friend's account, which is less awesome. Not much else to say about that.
Spent a little too much time in the Beta playing with Big Band as my back-up, instead of Cerebella. Brass Knuckles H is better than Lock 'N' Load in just about every way (range, damage, start-up, effectiveness as a shield), but I can't combo off of it yet, so the net gain isn't as much. My neutral game with Big Band kinda sucks, but I can get a really nasty mix-up game going on if I manage to grab somebody who isn't Squigly. Also, I don't know any Big Band combos more complex than A-B-C-Special-Super.
My Cerebella is improving though. Actually landed the first half of a combo on somebody under combat conditions, which is promising. The fact that I only landed a few physical attacks I could actually combo off of and about twice as many command grabs suggests that I really need to look into following up command grabs more than a theoretical situation where somebody forgets to block a crouching attack. Unless I want to add an assist that hits High for some easy mix-ups, but Peacock doesn't have one of those. I'd have to add a third teammate, and I'm not impressed much by Parasoul or Squigly (I could run Peacock/Cerebella/Big Band though . . .).
Started using assists a lot more effectively, or at least more frequently and at times where they will be harder to punish. Playing as Peacock probably helps that last part. Also started watching for other people to call assists, especially single hit/high recovery ones like Updo and Napalm Pillar, then stuffing Lock 'N' Load/Brass Knuckles down their throat. Much safer than throwing out Argus Agony like I used to, especially against other Peacocks, who will absolutely teleport behind me and throw out their own super.
Stopped teleporting around quite as much. The fact that I'm using assists more helps me cover myself, instead of dropping myself right into prime face-punching territory and giving up a free counterhit whatever they want. I found that I can teleport around Squigly's dive kick, but only the Heavy version. Trying that with Light or Medium Fallen Woman is just asking to get punished. Also starting to be much more careful against Double players with meter, or Valentine with meter in case her player is feeling risky/desperate. Or maybe has a quick trigger finger (it's hard to tell with some of them if they're throwing out Checkmate Incision at full screen as a desperate last ditch attempt to close in on me, or if they're just really good at watching for chances to full-screen punish reckless stuff).
*BONUS SECTION!*
Though not Skullgirls related, it is related to me practicing fighting games, and learning some stuff that I can apply in the future.
Played another nice, long, 20 game set against Fate with each of us using the same characters each time, this time in Street Fighter IV. The last set we played ended with him getting flattened by my Iron Tager 20 matches in a row, but this one was a bit more interesting, especially because Street Fighter IV is his primary fighting game, and one of my worst. That said, we're pretty much on even footing here. The end result was strikingly close:
MAKOTO (11 wins) VS. EVIL RYU (9 wins)
I have no idea why I love Makoto so much, since I pretty much tend towards Zoner, or sometimes Tank, in fighting games (Twilight Sparkle/Rarity, Gardevoir, Lambda-11/Iron Tager, Phoenix Wright/Tron Bonne/Hsien-Ko, to name a few). Whatever it is about Makoto that draws me to her, I love it.
This set is intriguing not because of how close it was, but because of how it progressed towards the end. I started out getting destroyed pretty much every match. I still squeezed a few wins out early on, but just barely. Then, once we were about halfway through, something clicked somewhere in my head. I started being able to call out whether he was about to jump forward or throw out a Hurricane Kick to get up in my face. I could also start to get an idea after knocking him down whether he would get up mashing Grab, Shoryuken, or Heavy Kick. I caught on pretty quickly that he was mashing his reversal Ultra pretty much any time his health got low and he got knocked down, but I started to get WAY better than just that at calling out his approach.
However this happened, I need to hone it more, and get it to kick in in less than eleven matches. I don't think that this is anything special, since I'm sure a ton of people can do this better than I can, but compared to my other, still developing skills, this is probably my greatest strength right now when it comes to fighting games. I've also seen this on a smaller scale when playing consecutive matches in Skullgirls. Unfortunately, this somehow doesn't seem to apply to grab-teching, since both Ace and Mandragora can both pretty much just grab me half to death. In fact, I seem to be getting worse at teching grabs the more I play this game, not better. Which really, really sucks.
Apparently I can still learn stuff from playing with Fate. I just can't learn anything by playing Skullgirls with him.