Who you playing Nits? I need to learn Valentine but having wayy too much fun on Filia
Who you playing Nits? I need to learn Valentine but having wayy too much fun on Filia
I also hope they keep the Peacock tumblr going as long as possible.
A few Parasoul combos... if anyone knows better ways to end or extend 'em, I'm all ears
F.Dash -> s.lp, s.lp, s.mp, s.hp, s.hp = 1859 dmg
c.lp, c.mp, c.hp, j.lp, j.mk, j.hp, Napalm Pillar(hk) = 2824 dmg (or instead of Napalm Pillar(hk) c.lk, c.mk, c.hk = 3170 dmg) (3 crouch kick combo misses on some often, like Filia)
(opp. in corner) s.lk, s.lk, s.mk, s.mk, s.hk -> (bounce) -> s.lk, s.lk, s.mk, s.mk, s.hk = 2537 dmg
If anyone would like to play, add me: PSN: Datonare
Bought the game on some pot monster shit and going through the tutorial, I really feel like this is a game that will grow on me. It's just too bad I won't have much time to devote to atm since I'm like a little over a month before finals n shit. :'(
Are there any charge characters? Thinking of getting this and wanna know!
Parasoul is a charge character
Parasoul is the only real one.
![]()
Parasoul bnb I've been using is; cr.LK cr.MK cr.HP sj j.MP j.HP j.HK (land) st.LK st.LK st.MK st.HP st.HP xx M napalm shot xx sniper super. Does about 3.5k before super. Napalm OTGs after the super and you can relaunch into whatever, works anywhere on the screen. Replace the air series with j.LP j.MK j.HK against Cerebella and Double to avoid using up your OTG.
You can do a whole lot more in the corner with assists and links off of L Napalm shot but there are too many variables involved with that stuff for me to sit here and type it all out.
Parasoul being a charge character breaks my heart. I was going to try her out but I can't play charge characters to save my life even compared to how crappy I play characters I'm comfortable with. ='/
Yeah charge frames are very short, plus she has a lot of in your face stuff too. I hated charge chars in SF but she's my fav in skullgirls.
Oh. Well that changes things slightly. Nurse Valentine seems like a pretty execution heavy character the more I look at her. Then again she's a ninja.
Also this week sucks, swamped at work and at home and barely have had time to put into the game, but here's some shit I've picked up over the last few days that I think might be helpful to people:
- Training mode's lack of being able to set the dummy to autotech/autoblock and the game's lack of a BB-style 'blue beat' unfortunately will lead many people to believe combos are viable when they actually aren't, most commonly due to ground bounce OTGs that are techable but look like they're a tight combo when performing them on a dummy(like Filia's j.HK). You can tell by the color of the shadow on the bounce, a red bounce color is untechable, blue/other is techable, generally they'll bounce twice and the first one you can pick them up off of, but not the second. You can wall bounce multiple times in a combo, but you can only OTG once.
- There is no form of hitstun deterioration, so there will never be a change in relationship of whether or not two moves can combo into each other or increasingly shrinking windows of link frames. Instead there's the infinite prevention system(IPS) which I'm sure most of you know about by now. Since it looks for input loops, you can circumvent IPS for a fair amount of time by mixing up what normals you use in what order to launch/relaunch and in the air. Note that if starting a combo with a throw, IPS appears to play by slightly different rules and limits relaunches from what I can tell, if using a throw start it's best to just keep the combo short and sweet and go for a reset.
- While there's no hitstun deterioration, there is damage scaling, which gets pretty substantial for lower combos. Remember that if possible you want to use heavier combo starters when punishing mistakes, into shorter combos ending in heavy specials/supers. When using multi-hit normals like Valentine's s.MP or Filia's cr.MK, try to cancel into the next move as soon as possible, only allowing one hit of the multi-hit to connect. When going for damage using meter, try to keep your combos short and to the point to maximize damage, when trying to build meter you can go for the eloborate, lengthy combos and not worry as much about the scaling.
- Marvel players will already be used to this, but SF/BB players not so much: Use the button commands for dashing, not the stick, especially in the air. Using LP+MP makes several things easier, especially airdash cancels and wavedashing(this is only really useful/viable on Filia atm). Airdashes are used for extending combos in the same manner that double jumps would be in BB. Instead of doing launcher > sj cancel > j.normals > dj cancel > j.normals you'll do something along the lines of launcher > sj cancel > j.low > j.med > j.high > airdash cancel(LP+MP) > j.low > j.high > special/super cancel to finish. Also you may see the airdash cancel notated as 'ADF' which means 'Air Dash Forward', that was a new one for me that confused me when I first saw it.
- Instant Air Dashes(IADs) are extremely noob-friendly in this game compared to something like MvC. In those games, when attempting an IAD if you hit the dash buttons before reaching the minimum height requirement, you'd get a jumping normal instead of a dash. In SG, when you do the dash buttons after jumping, the game will store the input and you will airdash on the first possible frame after hitting the minimum height. Using IADs canceled into quick normals is one of the most effective ways of mixing up into an overhead. Note that jumping normals have much shorter hitstun than something like SF4/SFxTK and are much closer to MvC3/BB, you don't have a whole lot of time to land and attack to keep things going so you'll want to get a lot of practice at using your jump-ins low to the ground, as well as starting your combos in the lab with an IAD/jump-in just to get extra practice at landing that link.
- There's an engine element that keeps Marvel-style chicken blocking from being too effective. Being hit in the air will keep you in blockstun until you hit the ground, and while you will recover instantly upon landing, you cannot block during the startup of your next jump, so holding up-back is not an iron curtain like in other games. It is relatively easy to be forced into blockstun until you land then hit before you can get out of jump startup if you attempt it. Instead, SF-style defense is somewhat preferable, block low by default and stand to react to overheads/jump-ins/throws. Remember that there's no such thing as crouch techs in SG, you must be standing to tech throws.
- For SF4 players, if you got too used to SRK shortcuts you might have some trouble with them in this(this is an issue for me in a lot of non-SF4 games, lol). While it's always recommended to learn the input cleanly, in the meantime you can use f>qcf to get things to come out.
- Play around with custom assists to find if there's something that works well for your specific team, but if you're kind of lost to start, there's easy ways to figure out what assist is best for you. First find out what your character is lacking, if they don't seem to have a good AA, then you can set something like Filia or Fortune's DP, if they have trouble with people up close, look for something that starts up quickly with good knockback even on block, like Cerebella's helicopter move, Filia's hairball, or Parasoul's pillar move.
- The hitbox display in training mode is extremely useful for learning what your characters best footsies tools are. Look for something that reaches far, and moves your characters hurtbox as far away as possible. For example, Filia's s.MP and s.MK both reach about the same distance and have similar speeds, but if you turn on hitbox display you see that the outstretched arm of s.HP has no hurtbox, while the leg of s.MK does, hence s.MP is a better footsies tool since you can't get hit out of it for a trade. Remember that there's lots of air movement in this game as well(my favorite term is from a BB viewer at locals recently, "8-way footsies"), and figuring out your air-to-air and air-to-ground normals is just as important.
Geez I have so much trouble with Ms. Fortune's rushdown >.>
Anyone know where I can find the soundtrack for skullgirls? some tunes are really good
Not available atm but there's a whole lot of demand so I'm betting they'll release an OST soon. I was going to use my capture card to rip myself some tracks, lol.
What are Stunt Doubles?
Edit: the soldiers?