PandaPedinte
Member
ok thanks, I clicked on the game folder, and I found a lot of crash dump files. What do I do with them? Delete them?
I think these might be the logs
ok thanks, I clicked on the game folder, and I found a lot of crash dump files. What do I do with them? Delete them?
I think these might be the logs
My easy mode Parasoul combo is:How do I check my debug logs? And what's their email?
I want to learn Parasoul now, any good combos with her?
My easy mode Parasoul combo is:
Cr. LK, cr. MK, cr. HP
J.MP, j.HP, j.HK
St.MP, st.HP, L Napalm Shot
St.L, st. LK, st.MK, st.HK, super
People will probably scoff at it and I don't give a shit because its reliable, easy and still does around 30-40% combo with super. No Roman cancel, Napalm trap, no jump loops etc.
Agreed on Squigly, but Double's car is not a mixup. You can see dirt trails during the flash screen to tell you which way it is going. If you miss them, hold forward first anyway, since you can block the forward one on reaction.My easy mode Parasoul combo is:
Cr. LK, cr. MK, cr. HP
J.MP, j.HP, j.HK
St.MP, st.HP, L Napalm Shot
st. LK, st.MK, st.HK, super
People will probably scoff at it and I don't give a shit because its reliable, easy and still does around 30-40% combo with super. No Roman cancel, Napalm trap, no jump loops etc.
Also a few things:
*Lobby is still kinda buggy when its more than 2 people. The timer gets stuck at 00 frequently and we are forced to restart the lobby or play 1v1.
*Squigly 70% combo is cheap. Bring down the character to pixel health, she mashes her extremely long range grab hyper into 70%+ combo. LabZero nerf plz. Also quite a few of her ALTs are not colored in.
*Maple stage is bugged as hell. I thought it was Karst's PC but it turns out that stage just lags for everyone. I would play some who has 73 ping but if that stage is picked the character just flies around teleporting and shit.
*Double's "mix up" bus hyper is stupid as hell.
Squigly's Grab Super isn't a mixup. You can simply react and reversal super/fly/DP/jump.
Level 2 Sing into Grab Super is a mixup, but she needs to have her QCF+P stance charged and stocked.
And the opponent needs to be grounded! lol
Question: Is it worth it to start training in the PS3 version of the game, or should I just wait for the patch to arrive? I can't play the demo as my laptop would burst into flames if I tried to run the game.
I finally broke free of my Dead Nation addiction, so I thought I'd start playing SG (somewhat) seriously.
Are you sure your laptop can't handle the game? The game is very light.
What the fuck at the dirt trail tip... I need to see this in action in training mode. I have lost games because that stupid bus hyper.
OK I just did it about 20 more times in training mode... and yeah, it is VERY hard to see, it's almost obscured by "Peacock's" hat as she pulls it down. But it's there alright. Seeing this in the heat of moment, I would estimate about a 10% success rate lol
The thing to do with Parasoul on the defensive is wait until you pushblock a low, keep holding down, and then Napalm Pillar if they go back in.What the fuck at the dirt trail tip... I need to see this in action in training mode. I have lost games because that stupid bus hyper.
GGs to all I played, everyone is so good or at least on point with their combos. Need to step up in that department dramatically. Also going to start using a secondary just for a lockdown assist.
Also today I learned that Parasoul has the slowest fastest normal in the game at 7 frame. Damn I really need to stop pressing buttons when someone is on me.
It's mostly about the frustration of going for ground resets or frame traps against someone mashing it out.AFAIK you can jump Squigly's grab super post super flash.
It's mostly about the frustration of going for ground resets or frame traps against someone mashing it out.
Except most reversals don't lead to ToD combos.Then it's working as her sole reversal option.
I already know that, the problem is the hyper has insane range and leads into a full combo while being invincible. You can barely go into pressure strings or frame traps against her, especially Parasoul because she relies on her Napalm shots and she ignores that with her hyper.AFAIK you can jump Squigly's grab super post super flash.
Edit: Yep.
And doesn't she have a DP? I don't know if that's invincible or not.
Nice. I'm more impressed that you consistently landed Bella's j.lp x 6, j.HP restand. I hate that thing. Trying to get better at it b/c the j.lk, j.hk restand timing varies so much. Your Parasoul looks great.
ThanksGood match ! That reminds that I still haven't added you on steam :/.
GGGGs Solarpowered, when you left I was playing some other guy who was like on my level (but was winning over me so I wanted to download him). I downloaded him now I can beat him, well until he has me locked down with an assist and goes for IAD pressure with Filia.. then I am toast.
His Parasoul play didn't look very good from what I remember.I just saw some ChrisG Skullgirl matches from like a year ago. Winning on pure fundamentals, nothing fancy. I thought I would learn something from watching his Parasoul but its basically how I play just slightly different block strings, different combo and not fucking inputs due to playing on KB. And as expected ChrisG is an up back j.HP monster.
I'd say that Peacock was playing right if they're at least running away most of the time. The bad cases are the people who literally fall apart once they get touched or you keep them locked out. That was the case for someone who had a point Squigly the other day. They could use a 60% combo on me, but they could only win like one out of seven matches because they just couldn't get in. Their defense is okay, but you can't afford to not touch your opponent at all like he did.Why not just use Parasoul assist instead? You can't combo after it or something?
Most people online have bad fundamentals despite knowing some good tech and combos or having good teams. A Peacock who would keep you out with two assists for almost the whole game and fold when you get close. A Filia player who has no defense because all she is doing is IAD j.HP into j.HK with an assist while trying to confirm a combo with that derpy ass cr.MK. Once my execution and knowledge of the game is up to snuff I would start beating these randoms consistently but until then I have to take those IADs in the face along with Cerebella/Squiggly players mashing grab hypers/command grabs.
Why not just use Parasoul assist instead? You can't combo after it or something?
The CCCCHHHHHEEEEEAAAAAAPPPPPPP stuff.Updo causes hard knockdown
Updo causes hard knockdown
Both of them causing hard knockdown is kind of silly, because it makes the point character a "I have all of these interesting options, but I will forego them entirely to wait for my invincible assist to hit you so I can combo you" archetype.
Both of them causing hard knockdown is kind of silly, because it makes the point character a "I have all of these interesting options, but I will forego them entirely to wait for my invincible assist to hit you so I can combo you" archetype.
Both of them causing hard knockdown is kind of silly, because it makes the point character a "I have all of these interesting options, but I will forego them entirely to wait for my invincible assist to hit you so I can combo you" archetype.
Guilty as charge. If it acts as a workable crutch until I can get my execution problems under control then so be it.
It's all good, play to win, etc. It's primarily my reason for learning Parasoul, even though I don't like the character.
But then it turns into an invincible assist battle online and bodies are flying everywhere and hitsparks and compounded hitstun sounds oh god
EDIT: Plus I don't even want to imagine characters like Filia without some invincible assist to keep her in check. Just airdash madly for unintended crossups all day.
Anyone want to play me? My steam is MisterLuffy.
You do j.LP, j.MP as soon as possible so that they are done as high as possible after the launcher. Do j.HP after letting j.MP rip a little bit then immediately do air dash into immediate j.MP.I am having difficulty at c.HP j.LP j.MP(2 hits) j.HP air dash cancel j.MP
I just seem to drop too quickly after canceling into j.HP that I can't air dash.
You do j.LP, j.MP as soon as possible so that they are done as high as possible after the launcher. Do j.HP after letting j.MP rip a little bit then immediately do air dash into immediate j.MP.
I did this combo too not too long ago but the damage was meh in general. I guess that's Valentine, at least her throw game is really good.
any word on when skullheart's coming back?
Ah, alrighty, thanks. This seems to be my main flaw. Not inputting the attacks quick enough after jumping.