I noticed this subforum here, and it feels like this is definitely something I needa do. This is going to be a long one ...
As Skullgirls is the first fighter I've played that had me /wanting/ to put in any sort of effort, time to build from the ground up. I'm about 50 hours into playtime if Steam can be believed, mostly split between the Training Room, and Quick Match. I've been poking around here on Skullheart a bit, but I guess I'm at the point where I have at least enough experience getting roflstomped that I'm at least seeing why now. So here's to putting some thoughts down in text that I can look at later and keep track of.
First off, what do I play? As of right now, it's purely solo. I feel like team mechanics would be something I will do at some point, but learning my (2) characters now, and what they can and can't do, before I throw another facet into the mix is more important. Besides the complexity, having the extra cushions to damage and health for a Solo character gives me that much more time to see what's happening to me. As a trio, if I fall into a reset by a competent player, well that character is prolly dead, and I really didn't see why. A Solo will survive a few resets and gives me time to notice them, which is happening.
Execution with my Fukua and my Squigly are ... decent. I can execute a standard BnB fairly consistently for both. Fukua is definitely more straightforward, and execution-wise I find much easier. I do enjoy the Squigly Stancel shenanigans however, and I /can/ Stancel to some extent. Definitely needs work. More specifics below.
Characters:
As Skullgirls is the first fighter I've played that had me /wanting/ to put in any sort of effort, time to build from the ground up. I'm about 50 hours into playtime if Steam can be believed, mostly split between the Training Room, and Quick Match. I've been poking around here on Skullheart a bit, but I guess I'm at the point where I have at least enough experience getting roflstomped that I'm at least seeing why now. So here's to putting some thoughts down in text that I can look at later and keep track of.
First off, what do I play? As of right now, it's purely solo. I feel like team mechanics would be something I will do at some point, but learning my (2) characters now, and what they can and can't do, before I throw another facet into the mix is more important. Besides the complexity, having the extra cushions to damage and health for a Solo character gives me that much more time to see what's happening to me. As a trio, if I fall into a reset by a competent player, well that character is prolly dead, and I really didn't see why. A Solo will survive a few resets and gives me time to notice them, which is happening.
Execution with my Fukua and my Squigly are ... decent. I can execute a standard BnB fairly consistently for both. Fukua is definitely more straightforward, and execution-wise I find much easier. I do enjoy the Squigly Stancel shenanigans however, and I /can/ Stancel to some extent. Definitely needs work. More specifics below.
Characters:
General:
There's some opponent specific issues I have as well, but I'll save those for an update later.- Hao2ThrowTech? - I get absolutely destroyed by anyone with a reliable throw reset. I'm starting to see when they're coming now, but I need to spend some time figuring out the window to tech it and actually being able to respond.
- Getting In? - I have some current trouble initiating, character and team depending, but it definitely needs looking into. What jump-ins can cross-up? Can I high-low better? Should I/Can I tick-grab?
- Getting Zoned - Competent Peacock players are just plain frustrating. I get that's the point of a lead zoner, doesn't bug me any less. It's less of a problem on Fukua than Squigs, but a problem nonetheless. Get in there, figure out how.
- Assists - Stop eating assists. They aren't tasty. Napalm Pillar, Updo, Mad Bomber, and Beat Extend are the biggest offenders I need to watch out for. A-Train and Excellebella are also problems in their own right. Solutions: W.I.P.
- Speaking of Assists - Outtakes. Doublesnaps as well. If you tag the opponent and their assist, take advantage of it. Learn some doublesnaps, and punish.
- Spacing - Basic thing that I need to pay more attention to. What does the opponent want to do, and can they from where they are? What about you? Are late portions of your combo gonna whiff cause you're currently at the edge of your range? Can you fix it? Nothing like just flat out missing Fukua cr.mp or Squigly s.hp and getting beat down for it. Shouldn't happen.
- Reset - A BnB is good and all, but it won't kill outright. Learn some resets and reset points to keep the pressure and damage up. Also, at what range will my BnB kill? Do I need to worry about a reset from X or should I just continue through?
- Command Grabs, Use Them - Inevitable Snuggle I'm decent at utilizing, but it's slow and not for every grab situation. Why can I not Tender Embrace? MikeZ is disappoint. Go learn grabs.
- Cross-up - Unfortunately, they're more accident at this point than intentional, change that. Your j.mp, j.hk, and air qcf.lp can cross, learn when and do it.
- Zoning - You have fireballs, it's ok to use them, just not too much. Feel free to target practice Big Band for being huge, just watch out for Brass Knuckles. Don't try to out-zone Peacock. Lob a few to break her flow, then get in (but beware of assists).
- Clones - Again, be careful of when. They aren't as fast as other projectiles. Clones won't outspeed Napalm Shot, Love Dart, etc.
- Supers - Biggest thing here, Blown Kiss. Go learn the flight paths for the different Punch combos. This has lost you a few rounds, and it really shouldn't.
- Stancels - You can never do this too well. More work doing these will only help. Keep cleaning them. Also mash less, definitely mash less. What can you get away with without a charge? What opens up to you if you /do/ have a charge?
- Gap Closing - Definitely lacking here. Learn how you can use Fallen Woman, and especially Center Stage to get to the opponent better. This also means you'll get your j.hp stuffed less by initiating with it less.
- Jumping - Don't be predictable. Jumping is your best method of moving, but if all you do is jump you're just going to get punished for it.
- Supers - Just like Fukua, get used to the different Squigly Battle Opera inputs.
- Fallen Woman - Use the right version for the right situation please. Don't lk when you need to continue a combo, use mk here. Don't randomly hk, reserve this to punish not blocking high. Learn how to better use lk to reset.
- Liver Mortis - This is more for fun than practicality, but I enjoy this attack. Let's figure out some stuff we can do with it. Most likely some corner/wall bounce shenanigans. It's just so satisfying, do want.