Parasoul: 6k~ from standard starter with meter finish and possible oki, 7k~ with assist in same situation, 7.9-8.2k~ with good assist (Pea sHP/Val HBypass/Excellabella)+optimal starter and meter early in the combo, 4k from assist confirms that follow through
Cerebella: 7-8k with meter finish, 9k~ with assists (DP or Lockdown), 9k~ with meter finish on lights with no assist, 5k from assist confirms and follow through
Double: 7k (barely) with meter finish, frontload all the damage with optimal starters since hers aren't super impractical, 6k from standard starter into barrel loops, maybe 7k+ with assists, but I mostly use assists for resets with Double, not combos, 4-5k and advantageous position from assist confirms
Peacock: 7k~ with meter finish, banoodles more if you start looping argus (9k+?), 4-5k and advantageous situation from assist confirms as well as the ability to charge item drops and set bombs to assert momentum and advantage, 6k from easy combos, 5k from no effort at all into argus, assists = crank up that damage, we can hit stuff 13k with the right assists and amounts of meter, but you'll work for it a bit
Squigly: 7k~ with meter early and stancel, 7k~ without charged stancel as well but generally less options and advantage come from this situation, 5k~ from chargeless into charge with 1 meter spent (SBO/Grave) if you don't finish it up (why would you? for the kill, maybe 6k then?)
Eliza (lol beta): 7k almost easily from a variety of starters all which lead into good situations that are easily punishable if you screw up, 8-9.2k with 1 1/2 meters on lights and sometimes Double if you're skilled/lucky (wall bounces man), 9.5k plus for 1 1/2 meters + assist (DP), you can kinda be Filia so thats cool too
Valentine: 5k for oki, 6k for standard, 7k for standard + vial, 7k for optimal, 7k+ for optimal + vial, 8k+ for optimal assist starters (which are usually universal), 7k+ for optimal assist starters with vial load, 7k~ for standard starters with assist used at the end for vial load (ending in corner) and maybe 8k if you're throwing one instead, 4-5k plus advantage from assist confirms
Fukua: 7k and annoyance factor????
Filia: 6k but I never finish a combo :^) why
Big Band: I suck at this character yo, 6-7k, dunno wtf to use assists for, seen some SHIT in the corner with HLnL but I don't do that (the damage)
Ms Fortune: I suck but 7k and I go for the unblockable holla
Painwheel: 7k but I play her Filia style ya dig
I elaborated as much as I wanted to and didn't want to lol, this is what I'm personally expecting/getting when I play the characters, understood? ok
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Bella (Cerecopter)/Eliza (Couch)/Parasoul (Napalm Pillar) is my experimental team for the.. day/week???
Getting 9.6k on Filia with Bella/Pillar midscreen (kanchou starter, horns, otg sweep, dynamo ender, runstop link, pummel horse link, sLP restand) kinda vortexy so landing the hit is the key, if you lose it, you won't die
Averaging 6-7k with Eliza, 1 1/2 meters + pillar on Filia getting 9.2k, not as vortexy as Bella or mix-up strong as Parasoul, but not bad either, sort of in between, landing the hit is VERY key, you'r rewarded well for getting it and keeping it, but you're screwed for losing it unless you make REALLY GOOD risky decisions
Parasoul is landing what I said above (Couch combos get around 7k, Cerecopter works like Excellabella does for the most part, so..) plus she's a mix up machine and she has dirty neutral, landing the hit is easy, keeping it can be the issue (but you're rewarded well for doing so and it's about reading your opponent's mood more than anything) and you can get stuck in a vortex too easy in some matchups that is hard to escape
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I do resets for the damage and the situation I get from it, it depends on.. the situation.
Is my opponent healthy, is it the first touch? I'm likely to go pretty reset crazy. If it works, the damage rolls in and I either break them or make them. Dangerous sometimes. Paying attention when doing this is key so I can counter their counter. Are they going to impatient and reversal friendly or remain calm (at which point I need to do the same) but if I can inspire frenzy, why not?
Is my opponent calm? I want to be trickier. I want to start playing more defensively and look to still poke them into making mistakes but not go for as many risky attempts in trying to open them up or stay in, if someone is good at maintaining their cool, I need to respect that and do the same.
Is my opponent in a frenzy? I want to abuse that. Lay on the mix ups as well as you think you can. Go for low three times in a row to see what they do. Encourage it. Go for unsafe things that still provide them having to 'make a choice.' (Is he going to Kanchou or Battle Butt? This is a crappy left/right scenario with little reward (outside near the corner) for one of the options, but I've hit more people with it than they would like to admit and it wasn't because of GGPO. There's a difference between a stupid opponent, an inexperienced opponent, and an opponent that is -losing it-)
Is my opponent near death? If I can confirm the kill, I'm going to attempt it, if I need to reset, it would be WISE to mind that they may be the most frenzied in this state, regardless of how cool they've been in the match, and going for oki is not a bad idea at all. You can still go for something unsafe that might get you blown up by a reversal if you think they're confused enough, or if you know their reversal options and you can cleverly trick them into trying to do it to no effect. (I have a Parasoul reset that stuffs a ton of Fukua's options, makes it look like she's grounded, but she's in the air.. she does have air drill now though, but it's -very low to the ground- and its a frame trap. I'll see if air drill fucks this or not. But good luck doing BFF, armor grab, etc)
It depends on undizzy, the opponent's options, my options, the risks and rewards of each option, what a girl wants, what a girl needs, whatever makes me happy makes you free, I don't want to have to not think about resetting my opponent
fuck im high brb