- Joined
- Jul 12, 2015
- Messages
- 9
- Reaction score
- 2
- Points
- 3
- Age
- 31
- Location
- Hampton, Virginia
- Steam
- Xortberg


So I've got 33 hours logged in Skullgirls. Most of it (like 25 at least) is just me hammering out some basics in training, mostly with Cerebella. I've got a bit of work done with Ms Fortune and Squiggly, but they're definitely at a much lower level than my Bella play right now. As such, right now I'm only going to have a Bella section and a general section for what I'm working on and need to improve, and I'll add more characters as I progress to using them.
I've got a generally good understanding of how combos, IPS, and undizzy work. I also understand restands and sorta get the idea of resets, but the idea of intentionally "dropping" your combo and hoping the opponent isn't ready for it seems weird to me so I'm definitely gonna need to work on them some. That said, the biggest things I need to work on are:
*Maybe that's something to think about when learning about blockstrings? On top of looking for a chance to hit with a mixup, end your string on a move that's + on block and let them try to punish, then counter-punish them? Worth considering.
7/21/15 Notes:
Why the fuck did you tech backwards into the corner, Xort? What were you thinking? He dropped, you should've teched out. That let him catch you with an overhead and combo all over again. And THEN, you didn't tech at all. And it happened again. Come on, me. Get it together.
More fuckin empty jumps, man. You don't HAVE to try to attack them every time. In fact, that's bad. That lets supers counterhit you when you could've reacted and blocked. That means you can't fake them out and keep them wondering if you're coming in to attack or hit them with a cgrab. Empty jump. Do it.
I also still drop a lot when I shouldn't. I could've potentially (not likely) won match 4 if I hadn't dropped on the assist after killing point. I carried them both all the way to the corner and got Robo Fortune to ~20%, but once I got there I just outright missed her with my attack. Aaand then I got almost immediately bopped by Eliza since I was hella low, but who knows? I might have won if I'd boosted my confidence/shaken his with a Happy Birthday.
So I've got some basic bnb combos down, no problem. Did that within 10 hours of the game and I can now do them pretty reliably.
My main things I need to work on are:
As long as they take the bait, I can punish it. A 0-frame burst in training doesn't always work in my favor, but even setting it to 5 frame delay let me avoid and punish every time so as long as I don't abuse it and get predictable, it should be really useful. Punishing with c.mp gets me a nice counterhit to start my new combo with.
There are two main problems with this whole deal, though:
Updated with notes from my quick matches on 7/21.
1. BLOCK LOW, REACT HIGH. More attacks hit low than high, and ground overheads tend to give you time to react. Raise to high it they jump in. Problem with this is my turtle mindset that lets the opponent walk up and grab me. Which means...
2. Be more aggressive. Caution and patience are good, but not taking opportunities can bite you in the ass. If I'm blocking and they're walking, attack instead of letting them get in on me.
2. Be more aggressive. Caution and patience are good, but not taking opportunities can bite you in the ass. If I'm blocking and they're walking, attack instead of letting them get in on me.
I've got a generally good understanding of how combos, IPS, and undizzy work. I also understand restands and sorta get the idea of resets, but the idea of intentionally "dropping" your combo and hoping the opponent isn't ready for it seems weird to me so I'm definitely gonna need to work on them some. That said, the biggest things I need to work on are:
- Blockstrings. UPDATE: I'm beginning to get a bit better at the whole deal. I'm still barely learning to walk, but with the new knowledge that LnL is only -6 on block I'm starting to get more aggressive when I'm being blocked, which is doing a lot for my pressure game on Bella. I'll just have to find some decent beginner strings for Fortune as well when I start adding her to the mix. Still got a long way to go, but I'm starting to wrap my head around it.
- Guarding. I'm generally pretty patient when blocking and waiting for a punish, but I do tend to take opportunities the moment I catch them without considering the idea that I'm being tricked and wind up getting punished for it*. I also just don't know move properties well enough to always know if I need to block high or low, but that'll generally come by just playing the game. Points I REALLY don't quite get are PBGCs and, by extension, the finer points of pushblocking. I know, at the very least, if you pushblock at the right time you can sort of return the game to neutral, but there's a lot more to it than that. Which segues nicely into...
- Neutral. I like to think I'm somewhat competent at the neutral game as a whole, but like with dealing with high/low mixups, I just don't know enough about most of the cast to really know how to deal with them in neutral. UPDATE: I'm trying to rely less on jump-ins, with mixed results. I do still make use of them, but sometimes I'll just approach on the ground or retreat with a big-hitbox aerial. Both work sometimes, but since I've only just started fiddling with it I don't always get it right.
- General frame precision. I try to time my presses now instead of mashing, but there's a lot of precise links I still have trouble with. This is also really just something I need to play more of the game to get better at, but I'm listing it here so I can monitor my progress.
*Maybe that's something to think about when learning about blockstrings? On top of looking for a chance to hit with a mixup, end your string on a move that's + on block and let them try to punish, then counter-punish them? Worth considering.
7/21/15 Notes:
Why the fuck did you tech backwards into the corner, Xort? What were you thinking? He dropped, you should've teched out. That let him catch you with an overhead and combo all over again. And THEN, you didn't tech at all. And it happened again. Come on, me. Get it together.
More fuckin empty jumps, man. You don't HAVE to try to attack them every time. In fact, that's bad. That lets supers counterhit you when you could've reacted and blocked. That means you can't fake them out and keep them wondering if you're coming in to attack or hit them with a cgrab. Empty jump. Do it.
I also still drop a lot when I shouldn't. I could've potentially (not likely) won match 4 if I hadn't dropped on the assist after killing point. I carried them both all the way to the corner and got Robo Fortune to ~20%, but once I got there I just outright missed her with my attack. Aaand then I got almost immediately bopped by Eliza since I was hella low, but who knows? I might have won if I'd boosted my confidence/shaken his with a Happy Birthday.
1. Practice tumbling run. UPDATE: I can do a run pretty well when not under pressure now, and about 40-50% of the time when I try to do it under pressure. Aside from that, I also have quite a few issues with runstop. I either manage to stop, but then fumble my inputs after that, or put the inputs in correctly but forget to stop. However, I DID learn that starting a run with a lk+lp macro cancels it very quickly, thanks to also hitting lp at the same time. With precise timing, you can still get out one of the other options, but if I find a combo where I need to runstop cancel I can just hit my grab macro, which is nice.
2. COMMAND GRABS. I did my first day in the SG Get Good group on Steam today, and that was the biggest piece of advice the commentators had for me. I know that cgrabs are really strong and I can control a lot of space with them and pressure my enemy/reset/all kinds of cool stuff, but I just haven't picked out places to use them and committed those places to muscle memory yet. Once I've got that somewhat automatic, I can start trying to look for other places in neutral or when I'm being pressured where I can make use of them, but for now I'll practice some resets and the like with them.
- Responding to pushblocks in my strings: Tumbling Run xx Run-stop>cr.lk to punish/restart the string. Might be ineffective depending on how good they are at PBGC
- Condition opponent with 1-2 normal blockstrings (end on +, start new string from the beginning) and then bust out runstop>DDrop
- If doing c.lk bait and they don't take it, can runstop>DDrop after?
2. COMMAND GRABS. I did my first day in the SG Get Good group on Steam today, and that was the biggest piece of advice the commentators had for me. I know that cgrabs are really strong and I can control a lot of space with them and pressure my enemy/reset/all kinds of cool stuff, but I just haven't picked out places to use them and committed those places to muscle memory yet. Once I've got that somewhat automatic, I can start trying to look for other places in neutral or when I'm being pressured where I can make use of them, but for now I'll practice some resets and the like with them.
j.hp outranges basically all of my aerials, as far as I can tell. LnL can hit through it if I can predict it or react fast enough, and maybe Excellebella will be able to hit him out of it? Needs testing. c.mk and c.hp might also hit him when he jumps in with it, but would probably trade instead of being anything I can confirm.
UPDATE: If I can see it coming, LnL's armor will punish Beo here. Others still need confirmation.
UPDATE: j.HP is still wrecking me, despite the fact that I know ways to deal with it. I think this one is just a matter of conditioning myself, rather than doing anything special. I saw firsthand in match 5 that LnL armor punishes it nicely, though I really can't convert off of that.
Chair throw/slide takes some getting used to. Slide hits low, which isn't bad since I should be blocking low as a rule anyway, but the toss comes back as an overhead and I don't always know where it's going to land.
Lots of Beo's stuff seems susceptible to armor, so run/LnL could be good tools in getting in on him.
Downbacking is still important, but he can punish it very easily. Hops mean aerials as overheads, I believe, and he also has a charging grab that I need to be able to react to.
Is his little standing stomp a low hit? I'm pretty sure I was blocking when it caught me, so make sure to transition to downbacking as I hit the ground. HOWEVER, this opens me to grabs. Perhaps, instead, I try to upback or just jump straight up?
UPDATE: If I can see it coming, LnL's armor will punish Beo here. Others still need confirmation.
UPDATE: j.HP is still wrecking me, despite the fact that I know ways to deal with it. I think this one is just a matter of conditioning myself, rather than doing anything special. I saw firsthand in match 5 that LnL armor punishes it nicely, though I really can't convert off of that.
Chair throw/slide takes some getting used to. Slide hits low, which isn't bad since I should be blocking low as a rule anyway, but the toss comes back as an overhead and I don't always know where it's going to land.
Lots of Beo's stuff seems susceptible to armor, so run/LnL could be good tools in getting in on him.
Downbacking is still important, but he can punish it very easily. Hops mean aerials as overheads, I believe, and he also has a charging grab that I need to be able to react to.
Is his little standing stomp a low hit? I'm pretty sure I was blocking when it caught me, so make sure to transition to downbacking as I hit the ground. HOWEVER, this opens me to grabs. Perhaps, instead, I try to upback or just jump straight up?
Deflector is a godsend. I can now do it about 50-75% of the time under pressure, and even though it can be blocked/teleported away from, it's a great tool to use.
On the subject of deflector, if I manage to block the initial beam from Argus I can reflect the little shots. I almost always take at least one hit in the process, but it nullifies a lot of chip damage and does a bit of damage and lets me approach. Plus, it makes me feel pro as fuck.
Jumping forward and gliding before I reach full height can let me slip between Air Show and the rest of her projectiles. Can be slapped with Shadow if I try it at the wrong time, so practice to recognize the right moments to go for it.
My glide approach can get stuffed by her little shotgun aerial. Not sure about its hitboxes, but if I see it coming I might be able to beat it out with the clap.
On the subject of deflector, if I manage to block the initial beam from Argus I can reflect the little shots. I almost always take at least one hit in the process, but it nullifies a lot of chip damage and does a bit of damage and lets me approach. Plus, it makes me feel pro as fuck.
Jumping forward and gliding before I reach full height can let me slip between Air Show and the rest of her projectiles. Can be slapped with Shadow if I try it at the wrong time, so practice to recognize the right moments to go for it.
My glide approach can get stuffed by her little shotgun aerial. Not sure about its hitboxes, but if I see it coming I might be able to beat it out with the clap.
Low shadow breaks run armor
Practice the fuck outta grab techs. Preeeetty sure command grabs can't be teched, but if I condition myself to tech on what I suspect to be a throw attempt, I might be able to grab first since her cgrabs have startup. They might be throw invincible though.
Diamond Deflector is a good tool if she tries to zone. It can also catch shadows, I believe, so that can counter the advantage she gains from being able to break run armor. Just don't rely on it too much. Also spend time learning ways to approach without it.
Practice the fuck outta grab techs. Preeeetty sure command grabs can't be teched, but if I condition myself to tech on what I suspect to be a throw attempt, I might be able to grab first since her cgrabs have startup. They might be throw invincible though.
Diamond Deflector is a good tool if she tries to zone. It can also catch shadows, I believe, so that can counter the advantage she gains from being able to break run armor. Just don't rely on it too much. Also spend time learning ways to approach without it.
DP assist needs to be respected. Maybe bait it by empty jumping and blocking?
Also, as a note on my playing in general, downbacking needs to be done more. I got caught by a lot of lows from BB DP assist that I could've avoided. One of them cost me a chance at a comeback.
MGR reset can get stuffed by SSJ. Keep in mind that he's got a great reversal super.
Also, as a note on my playing in general, downbacking needs to be done more. I got caught by a lot of lows from BB DP assist that I could've avoided. One of them cost me a chance at a comeback.
MGR reset can get stuffed by SSJ. Keep in mind that he's got a great reversal super.
Not much to add here because the one I fought fuckin wrecked me, but downbacking will help me here too. She has lots of dangerous lows, and I believe her cat heads hit low too? Getting hit low during heads cost me a potential comeback
Fullscreen run can easily get snagged by Silver Chord. Only run at midrange or if she's doing something unsafe/charging the other stance
Ending a blockstring unsafely is hella dangerous. She can coffin super me and start a combo from crumple. Always end safe or with minimal -frames.
Keep an eye out for her HP overhead. It's got startup, and if I can recognize it it's easy to switch guards and/or punish it
Ending a blockstring unsafely is hella dangerous. She can coffin super me and start a combo from crumple. Always end safe or with minimal -frames.
Keep an eye out for her HP overhead. It's got startup, and if I can recognize it it's easy to switch guards and/or punish it
End blockstrings with s.hk. Gives me two hits worth of time to charge tumbling run, second hit is an overhead, and if they block that correctly I can cancel into run or LnL. If they pushblock it, it'll be one of the easier moves to PBGC, but I'll already have a run charged and can hopefully make use of the 1-3 hits of armor I get from running to punish them. If they don't do anything after the push, I can runstop and restart the string
Alternatively, try to end strings early and catch them crouching or backdashing with MGR. Uses OTG, but with a reset I can get great damage and even without MGR+ the rest of the combo is painful anyway.
Alternatively, try to end strings early and catch them crouching or backdashing with MGR. Uses OTG, but with a reset I can get great damage and even without MGR+ the rest of the combo is painful anyway.
So I've got some basic bnb combos down, no problem. Did that within 10 hours of the game and I can now do them pretty reliably.
My main things I need to work on are:
- Tumbling Run. It's a great way to cover a lot of ground quick, you have several good options on how to end it that keep the enemy guessing, and it's even useful in some more advanced combos that I'd love to learn. Unfortunately, I have lots of trouble with charge moves, so even trying to do it on its own in training gives me hell.
- I definitely need to use more command grabs. Only one I use even semi-regularly is Excellebella. MGR is a great mid-range option for me to take the enemy to the corner with if I can learn to land it and then convert, and DDrop is fast and could potentially be really good if I try to catch an enemy with it after a blockstring while they try to punish me?
- That motherfucking j.lpx3>j.hp restand. UPDATE: Can do the restand a lot more reliably now. Up to maybe 60-75%. Still fuck up after it all the time, though.
c.lk>c.mp>c.hp>j.mk*>j.hk
OTG >c.lk>c.mk>j.mp>j.hk**
RESTAND >s.lpx2>c.mp>c.hp>j.lpx3>j.hp
RESTAND >c.lk burst bait
*j.lk on light characters is easier; mk is possible, but timing is tight
**j.mk on light/small characters is easier; hk is possible, but timing is tight
OTG >c.lk>c.mk>j.mp>j.hk**
RESTAND >s.lpx2>c.mp>c.hp>j.lpx3>j.hp
RESTAND >c.lk burst bait
*j.lk on light characters is easier; mk is possible, but timing is tight
**j.mk on light/small characters is easier; hk is possible, but timing is tight
As long as they take the bait, I can punish it. A 0-frame burst in training doesn't always work in my favor, but even setting it to 5 frame delay let me avoid and punish every time so as long as I don't abuse it and get predictable, it should be really useful. Punishing with c.mp gets me a nice counterhit to start my new combo with.
There are two main problems with this whole deal, though:
- I need to be at least midscreen to do it. If I take them to the corner before I can bait, then they'll be too close to me and I'll block the burst instead of avoiding it. This limits its utility, but not by too much
- I have no idea what to do if they DON'T take the bait. I've toyed some ideas, like going for a MGR or just going immediately for a new blockstring, but I've only started to put this bait into practice in training today so I'll need a lot more work before I really learn what to do.
Updated with notes from my quick matches on 7/21.
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