Posts About Email Twitter
How To Make Comebacks (in Skullgirls 2nd Encore+)
Skullgirls has chip kills and no big obvious comeback mechanics, so making a comeback when you're almost dead can seem daunting. This especially applies if you're down to the last character of a trio, so you have no assists but you also don't have the damage boost that comes with picking a duo or solo. But comebacks still happen regularly, and these are a few things that have helped me make tons of them over the years:
- Practice your execution enough that you won't randomly drop things in high-pressure situations. You might have to land a whole bunch of combos in a row to kill their team, so a comeback is impossible if you can't do this without dropping a combo at an important point and dying for it.
- Remember that almost everyone starts playing really badly when they're about to win, either by getting tunnel vision for one specific strategy (e.g. desperately going for a chip kill) or by freezing up and playing way too conservatively. Whenever you see footage of comebacks, you'll often be surprised at how badly the player who was in the lead is playing. So remember that comebacks are usually easier than the healthbars make it seem.
- Learn how to counter the strategy that your opponent is fishing for, and don't be afraid to make hard reads. In practice, this usually means assuming that your opponent will go for the chip kill if you're weak enough to get chipped, and superjumping in neutral to jump over whatever big invincible move they throw out to try and chip you to death.
- Sometimes your opponent has a way to get an unavoidable chip kill on you, like if you're fullscreen against Parasoul and she can chip kill with sniper. If this happens, your only chance is to get in their face before they realize that they've already won, so get in there as quickly as you can.
- Make sure you know what you need to do to kill their team. You usually have a ton of meter with your anchor character if you're losing hard and need to make a big comeback, so figure out the best ways to spend that meter. If I'm down to Robo-Fortune with 5 bars of meter and there's not much time left, I might be better off fishing for a happy birthday sHP into level 5 cannon instead of just zoning them to death or doing regular combos and resets. The same thing applies to other characters with high-damage happy birthday level 3 supers like Cerebella, Big Band and Filia, but they also have the option of landing any clean normal hit into a combo and tearing apart a whole team with the resulting resets and pressure. Some characters might be better off spending meter in neutral to help them get in without being chipped to death, such as Double (cat heads), Parasoul (level 3) and Painwheel (hatred install). It depends on the situation, so make sure you know your options.
- If you have to go for resets, don't be afraid to make hard reads. If you know they're mashing super you can go for a risky burst bait, or a reset into a superjump or a delayed DP to make their super whiff, and so on. When you think your opponent is finally too scared to go for the chip kill, start doing regular mixups. You can also just go for resets that your opponent has no way to mash out of, such as air resets vs characters without air supers, if you have the option.
And that's about it. Obviously there are some people out there who don't panic under pressure so sometimes you're going to have to work harder, but even lots of top players choke like this when they're about to win. So bait the obvious stuff and don't panic, and you're 90% of the way there.