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Minimo Thread

Minimo

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vivoalminimo
Double Fukua Parasoul
Hello, I'm Minimo/Alan and I'm from Argentina , a friend showed me Skullgirls around Beowulfs completion this year, and having played MvC2 I absolutely loved it , I have plenty of free time (luckily, for now) so I've had/I have plenty of time to practice, but I really really could use some help (Yes,yes, from you!)

Since I'm from Argentina usually I don't have a dozen of 0 GGPO training partners and spend most of my time playing non-versus mode, but when a set comes up me and my friends make the most of it *around 40ish matches*

On to the gameplay
I recorded part of the replays from a set I played with a friend and took some notes of it, so if you have the time and don't mind watching a bit of it you could really help me *I'm kind of the insecure-I change the way I do something all the time*

EDIT: Updated to newer simpler video which sums up better
Hopefully over time i'll see some progress!

Anyways, I noticed a couple of things

-Terrible, and by terrible I mean HORRIFYING assist calls, giving my opponent happy birthdays/doublesnaps around 1 every 2 matches MINIMUM (This is enormous)
-No practice of any kind on corner carrying while happy birthday-ing, dropping easy possible doublesnaps (This is pretty big too)
-Horrible at teching, I just never manage to get in time to react
-Horrible at keeping up with fast characters with 2 fast mixups (SPECIALLY FILIA, SHE SPELLS DOOM ON ME)
-In the corner with Val, I usually just go with the BnB and don't reset until after tossing the vial, making my low/throw followup really really obvious
-Have to fear less of PBGC'ing in certain situations
-Have to learn to bait mashed supers in other ways than just drop the combo and downback, since it can just lead in the opponent throwing me (Need to practice more burst baits)
-Get less greedy when a reset point works, even if it has 4-5 different outcomes eventually it'll just lead to the opponent wising up to my patterns to use each of them
-Rely on gimmicks (Countervenom/Moai/Hopefully Resurrection didn't hit me yet)
-Improve my neutral, specially with Parasoul, having a good neutral reliefs panic!
-Dash/Dashjump more with Parasoul, I used to spam this a lot but I suddenly stopped

So after the ramble of "Oh I suck at this" here's some parts where opinion could really help!

-FILIA (Terrible at dealing with her lightspeed resets and her moving fully around you instead of just above or below you (It's like you have to be fully aware of every single direction to deal with her, that plus the fact that you'll need to probably tech in between that
-PAINWHEEL and FORTUNE are the same reasons *just not so much*, Painwheel added the fact that having to deal with flight+Hatred Guard j.HP and with Fortune the fact that I have a terrible time dealing with her head (How2DealWithThem?)
-Also you could throw FUKUA in there since her versatility and 180º game-plan-change hurts sometimes

I've been looking for some modifications to my team, be it possibly someone who is more comfortable on incoming but also has a DP assist (Fil/For/BB) which would lead to ask some basic gameplans for any of these 3, alongside with the questions of:
-How2Filia
-Is head-on Fortune a good character on her own? Since we all know her true magic lies on her headless but can she be a good character only head on?
-How to improve neutral with Big Band? *Trying to control the area with specials?/Be more FIERCE*

Well if you read inside those tags you are kind of insane but I thank you a lot, I take any kind of criticism and I really gratify it
If by any chance I come by any south americans here (Specially Argentina,Uruguay,Chile and maybe South Brasil/Paraguay/Bolivia, feel free to add me on Steam so we can play! http://steamcommunity.com/id/Countervenom/
 
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I don't have time to watch the whole set right now sorry but these were a few things I wanted to comment on:
-Horrible at teching, I just never manage to get in time to react
Grabs aren't techable on reaction in this game, so please don't feel bad about this. You just have to guess if they're going to throw or not.
-Have to learn to bait mashed supers in other ways than just drop the combo and downback, since it can just lead in the opponent throwing me (Need to practice more burst baits)
Burst baits are one option. A couple other ideas:
-Reset your opponent in the air, either with air grabs or left/right mixups that happen while your opponent is in the air (Double is particularly good at this). Many characters can't reversal in the air (like Bella) so you can use this to remove the threat of a reversal during your reset.
-Reset the opponent in the air very close to the ground, let them land, then low/throw/overhead them just as they land. If you time it correctly they only have 1 frame to input a reversal, which is of course possible but you at least make it more difficult for them.
-Get less greedy when a reset point works, even if it has 4-5 different outcomes eventually it'll just lead to the opponent wising up to my patterns to use each of them
I've said this before in a bunch of threads but the best resets are the ones where your opponent knows where the reset is coming and knows what your options are and they still get hit. Parasoul's j.HP > j.LP j.LK j.MP into air throw/j.LP/cross under/fake crossunder is my favorite example of this.
 
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I don't play Double or Parasoul, so I can't help there. I just comment on them based on what I've played against. I started doing time marks on your mistakes and commenting on them, but I saw too many repeated ones.

Comments
  • 2:18 omg that was scary. Your friend could have lvl3'd and you would have died.
  • 4:00 Let the last hit of EKG rock, DHC lvl3 would have be the better choice. Go for the kill.

Constant mistakes
  • You're loading vials but not chucking them. What are you waiting for? Lvl3 poison all the time? Combo into poison whenever you get the chance. Take the free unscaled damage.
  • You're dropping your Val midscreen bnb all the time. Actually a lot of your combos. For now focus on what you can do consistently, and then work on some max damage combos.
  • Speaking of max damage, punish blocked supers with heavies. Just launch them. You get a damage multiplier (x1.5?) on the counterhit and more room to combo with.
  • learn to capitalize on counterhits.
  • Your Val neutral is nothing but airdash j.hp. Get some airthrows, air dash j.mp, j.hk and ground dashes in there. Chuck more shurikens. Call some assists to help control space, and not just for dps and combos. Use s.hp every once in a while. It's like a short swing blow from midrange and you think they're gonna hit a button. Mix that in with an assist(double butt)+bypass/dead cross and you've got a combo. Blows up all parasoul rushdown options from starting position. If you feel a filia/fortune is going to IAD from midrange, just throw it out. Feel a head-on Fortune s.hp coming? Throw it out. Just be careful that it loses to deep jump ins.
  • You call double butt, but don't ever try and cover her with projectiles.
  • Your Double neutral usually consists of jumping, random supers, L luger and panic buttons. Need some titan knuckle, j.hp, throws, M/H luger sometimes.
  • Air grab is a really strong anti-air.
  • Almost EVERY round starts with you backing up to a corner, loading a vial, and painwheel punishing you for it. And then you eat the painwheel mixtape. What do you need those for if you have vial load combos? Instead rush that shit down and push him to the corner. Or at least keep a mental note of how every round starts and adjust to it. Are they backing off at start? Dash forward. Are they rushing down? Back up and call dp assist. Are they jumping a lot? Air grab/anti air.
  • You NEVER chuck plasma with Parasoul. That's her thing. Aside from having good normals to control space with, Parasoul isn't the kinda girl that'll chase you down. She'll only come to you in midrange and then you get air grabbed/overheaded/frame trapped/shot. EDIT: Oh wait, it finally took you till 23 min in the vid to sonic boom.
  • you already noted that you only reset till after poisoning them. That's good. Try learning the s.lp link after that for damage and so the opponent can keep guessing.
  • You're not hit confirming anything. You get a lot of stray jump ins, but you immediately go for a grab and scale your damage.
  • You really need to start recognizing what is punishable. Too many blocked/whiffed reapers were left unpunished.
  • You don't pushblock Cerebella at the right times or at all. Do it after the first or last hit of the blockstring. And if your friend canceled into diamond drop you would have been scooped free 100%.
  • The fact that you get so many level 5s screams to me that you don't use enough meter. You also don't do safe dhcs just to get a bleeding character out.
  • You seem to have a tendency to take unnecessary risks when you have the life lead and they're close to dying. Just chill. (which you did in the last round, but you didn't take the time to set up tears or just zone after killing parasoul. You lost 2 characters to backing into the corner.)
  • If Bella is tumble running to you, you can sweep, dash up grab to mess with their timing, upback and call an assist, or just upback and see if they press a button and punish accordingly.
  • pushblock the second hit of Fortune's rekkas.
  • Filia's and Fukua's c.mk are pbgc heaven. Just do it.
  • You keep cutting off EKG too early and are sacrificing free damage.
 
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Too much stuff to quote separately
Thanks a ton for all of this!

I tried being a bit more cautious/meter spending today and it didn't pay off bad, even if I like my Double with a ton of meter I noticed more survival and certainty, I'll also keep those tumble tips and practice some pbgcing

I'll try and work on my neutral as much as possible, I always sensed it as was I was definitely worst at, I tried throwing out more titan knuckles and j.hp's , and atm I whiff most air grabs tries but I'll get onto that with time

Also my easy Val corner forces you to set up a reset with full undizzy if you want to toss the vial, that's why I don't s.lp after the link (really easy tho, should keep it for kill combos), probably should move to Duck's combo for resets *or look for another* even if the j.hp to s.hk (2) timing may be a little tricky for me unless on 0-1 ggpo *which most times unlikely for me*

Also noticed that my ADC j.hp bad habit with Val kind of polluted my Parasoul by making me always just try and go for a j.hp with compulsive j.lp-ing instead of focusing on shot "spam"

Thinking on trying *like trying trying* other characters, I have my eye on Bella, her simple resets seem really appealing to me, since you play her, what would be some ways to make her work nice with Val? *Also neutral play*

Also played some Pea/Double for fun, but I just did decent due to the others not knowing what to do with basic plane boxcar hp itemdrop

Thanks a lot again for the help!
 
I have my eye on Bella, what would be some ways to make her work nice with Val? *Also neutral play*

Bella Assists:

Cerecopter - does amazing lockdown, builds meter, great horizontal range, also lets you do vial load combos
H LnL - 2 hits armor, great for counter calling assists, beefy damage, acts like a delayed projectile Val can run in front of, great combo extender that can lead to 8.3k+ combos

Bella Neutral:
-
Make them fear the low/throw 50/50. If they're down backing a lot, command grab them. If they're jumping, try to catch them low, or use air grabs or excellabella.
-Her dp has terrible horizontal range, but great vertical range. Good versus deep jump ins. If they jump in and it's blocked, it can be canceled into 360 once they land. Don't rely on it too much tho.
-Titan knuckle is a great move.
-Don't do LnL in neutral. Easily punishable.
-c.lk and c.mp are amazing.
-j.mp is good for jump ins and air-to-air. Has a disjointed hitbox, decent range, forces them back to the ground, and does plenty of hitstun to combo/hit confirm into c.mp.
-j.lk has decent range, a disjointed hitbox, and can cross up. Decent air-to-air poke that can lead to j.hk for combos.
-j.hk is good for jump ins, hits at a deeper angle than j.mp
-reflector is an an amazing tool against zoners.
-Tumble run is good, but don't do anything but run stop out of it unless you're in a combo. Every other option possible just loses to up-back. And don't be too predictable in using it.
-Run stop cancelling your block/combo strings is amazing pressure and leads to great resets in combos.
-Bella lvl3 is safe on block, hits low, can be combo'd after, and has infinite armor on startup. Good to throw out if they're pressuring too hard. If they pushblock the first hit, it can be pbgc'd and punished after the superflash, but that's kinda hard to do.
-s.lk and s.mp are good to deal with IADs.

Other
Use H bypass assist with Val when running bella. Allows meterless conversions off of diamond drop and dynamo. Kinda like this:

He uses Cilia slide, but it can be done with Filia HK Hairball, MK Buer, H bypass, and others. L beat extend works, but only after dynamo.
 
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I started playing some Pea/Bel/Dubs a couple of days ago, I really liked it

I played a 30 ish match set today with my friend, he's on a transition from pad to stick so he could do better, still a chance to point out my mistakes/things to work on
Here are the last 3


-I always set up my M SOID for Painwheel but she just armors through it every time, need to find a way around that *Possibly air grab, though I failed the few I've tried, I'll get on that*
-Work on air grabs!
-Hard time comboing if I launched not from extremely close to the opponent
-Should vary my patterns more, I just sort of kind of just keep 2 zoning patterns *regular and while holding M shadow* , and at most will throw out L instead of M george
-Need to get creative

-Need to vary my resets more
-Unsafe titan knuckles sort of sometimes
-Hopefully Fedora Ninja (or anybody) will add more to this list
+Not combo dropping as often as I used to

-At a point *2nd match in the video* I didn't use catheads not even to its half potential, dunno why but just noting it here
-Totally unsafe stuff *right after catheads I did raw s.HK *WHY?*

+I DHC more for safety!
-Should practice more the swag-wagon into showstopper because I failed it multiple times once

-Get dem burst baits
-My defense has swiss cheese-ish holes, if he had punished half of my mistakes I'd of lost every match
-Work on defense! "Not getting hit is as good as hitting the other player" -MikeZWisdom
-I had more to put here but I totally forgot what
+Working my way out of gimmicks!
 
  • With your peacock team, I'd suggest going with Cerecopter assist if you're running Double butt too. That way you won't have 2 assists doing the same thing and you can throw out Cerecopter to put up a wall Painwheel can't fly across.
  • Not much footage shown to comment on your Cerebella. Good run-stop reset pressure. Get used to run-stop cancelling c.lk c.mp blockstrings since most people pushblock by then.
  • After activating cat heads, Double players usually jump forward + air grab, flesh step and/or cilia slide to move forward and keep the pressure going. But it might have been a better choice to DHC into car, get the damage and try chip him to death. Painwheels don't have much tools to deal with ground pressure.
  • I feel like you should use M item drop when painwheel is flying towards you, especially when rushing with a charged j.hp. As peacock you have no need to rush to painwheel. idk Peanuts could probably tell you more on dealing with painwheel.
 
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The Peacock is looking pretty good for the most part, however when I watch these 3 matches there is a massive, glaring problem, which is that you do not j.HK ever. That is Peacock's best normal and you should be doing it constantly. Watch like any of my matches I do that shit all the time. It's great at just setting up a wall that stops the opponent from moving forward for a little while and gives you some breathing room. I wouldn't do it from full screen but once the opponent gets close to half screen I would start throwing it out.

I can give a specific example if it helps. Right at the beginning of game 1, 12 seconds in, you throw out H bomb and M bomb. Your opponent flies backwards slightly to make the plane whiff and obv the boxcar does nothing cause Painwheel is flying. Right here I would jump forward, j.HK, then air backdash cancel it. This stops Painwheel from moving forward for a moment; you can use that moment to charge an M item then throw some more bombs. Instead you do s.HP and call Double, which again, she's flying, so all that stuff just whiffs.

Incidentally this answers another one of your questions, how to deal with Painwheel charged j.HP. Your j.HK is 2 hits so it just eats the armor on that move instantly. j.HP isn't usually much of a problem in this matchup as long as you're keeping Avery on the screen at all times.
 
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