Skullgirls 2nd Encore

Skullgirls 2nd Encore

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Beast Jun 15, 2015 @ 3:27pm
Are Eliza and Squiggly for newbies?
I'm very new to the game, but enjoying it a great deal. Thematically I love Eliza and Squiggly the best, but I'm not sure where all the character land on the ease-of-use curve. I figure it's a good idea to focus on just a couple characters as I learn the game and just wondering how tough these two are for newcomers.
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Showing 1-12 of 12 comments
Zelph Jun 15, 2015 @ 4:02pm 
Squigly is more techinical. But all in all, new players can play any characters they want to, they just need to stick with it.
Meow-Professor Jun 15, 2015 @ 4:14pm 
Squigly is considered one of the two hardest characters in the game, do to her difficult playstyle and stance canceling. Just because she's hard, though, doesn't mean that you shouldn't use her if you want to. Use whoever you want to.
Eliza, from what I've seen, is around the middle, not too difficult, but not easy, either.
If this deters you from either of these characters, some easy ones are Cerebella and Fukua.
Fukua has really easy execution and is fairly straightfoward, while Cerebella has slightly more difficult execution but it is easier to do damage at a lower skill level.
RyShep Jun 16, 2015 @ 2:01am 
Just from my personal experience, I'd say squigly would be pretty difficult to pick up if you're new to this. I love the style of her to death, but for the life of me, I just can't get her down, though that may just be me. Eliza if simpler, but still has more going on than many other fighters you could go with (though I love playing as her). It may be me, but I'd feel Beowulf would be fairly good to start with as he isn't on the more difficult side of the spectrum due to his use of grappling mechanics and clearly discernable differences on his moves based on what strength he goes with, without being too flashy.

In the end it's up to you, picking one or two characters you enjoy and sticking with them is the best way to get better fast as you'll learn the ins and outs of them faster than a holistic approach to tackling the roster. I'd say go through each of their training courses to see what they can do, and hammer out the hours with whoever you like best after that. Best of luck to you!
Bysalmorphic Jun 16, 2015 @ 11:32am 
As mentioned by the posters above, Squigs is one of the game's most complex characters whose playstyle revolves around managing resources in order to be played to her maximum potential. These resources are in the form of stances which boosts further attacks upon charging up. (Think Val's posion vial loads)
As for Eliza, she's simply a damage powerhouse on the bit of the slow side. Her unique mechanic is summoning her armored parasite that blows through opponent's attacks. Can be a good get-out-of-jail free card on lower levels but burns through meter like butter.
Last edited by Bysalmorphic; Jun 16, 2015 @ 11:40am
Mantis Jun 16, 2015 @ 12:53pm 
What exactly about Squigly makes her so hard to use?
I ask because the stance cancelling actualy came really easily to me, and, currently, she's actually the ONLY character I can play semi-effectively ;_; (Crossing my fingers for Robo)
Sol Neutralguy Jun 16, 2015 @ 1:09pm 
Squigly is super easy to play without "stancels" (stance cancels). Chaining all her punches or kicks is easy, chaining into her specials is easy and ending with a super is also relatively easly. I think the ease of use comes from how her ground game works. Chaining into a 1 inch punch or silver chord special makes confirming into squigly battle opera or daisy super a joke and her level 3 is a simple anti air anyone should be able to do if they can do quarter circle motions (which are a piece of pie in this game). I think areas where most people mess up with her are the reset category and launching into air combo. In the former category people don't tick grab (especially when facing the corner where Squigly's grabs wall bounce) with her often enough, they don't us cr.lk/f.hp mixups enough and they need better divekick pressure. The importance of cr.mk->st.hk is also understated. Crouching mk has a very nice hitbox that lets her confirm into st.hk (launcher move) from a good distance. Squigly doesn't hit quite as hard as the rest of the cast, so you can't drop this combos, especially air combos since they allow for air grab resets or HK divekick shenanigans. HK divekick is basically one of the easiest ways to switch directions on the stage, so that Squigly has an easier time keeping her opponents cornered and she does best when she has meters for Squigly battle opera while the opponent is cornered.

To play her at her best you would need stancels and more complex resets, but they're not necessary at all and they still don't put her in the upper echelon of hard to play characters like Painwheel, Big Band or Fortune.
Last edited by Sol Neutralguy; Jun 16, 2015 @ 1:13pm
Bysalmorphic Jun 16, 2015 @ 2:10pm 
Yea she has amazing pressure and great normals but keep in mind she has subpar defensive tools without her seria moves (no first frame invincibility Draugen Paunch or zero frame supers)
SmugBoi Jun 16, 2015 @ 2:52pm 
Fukua is probably the easiest to learn i learned her right off the bat when whe came out as a troll. Although i had been playing the game for a while XD
Zelph Jun 16, 2015 @ 3:21pm 
Originally posted by Sol Neutralguy:
Squigly is super easy to play without "stancels" (stance cancels). Chaining all her punches or kicks is easy, chaining into her specials is easy and ending with a super is also relatively easly. I think the ease of use comes from how her ground game works. Chaining into a 1 inch punch or silver chord special makes confirming into squigly battle opera or daisy super a joke and her level 3 is a simple anti air anyone should be able to do if they can do quarter circle motions (which are a piece of pie in this game). I think areas where most people mess up with her are the reset category and launching into air combo. In the former category people don't tick grab (especially when facing the corner where Squigly's grabs wall bounce) with her often enough, they don't us cr.lk/f.hp mixups enough and they need better divekick pressure. The importance of cr.mk->st.hk is also understated. Crouching mk has a very nice hitbox that lets her confirm into st.hk (launcher move) from a good distance. Squigly doesn't hit quite as hard as the rest of the cast, so you can't drop this combos, especially air combos since they allow for air grab resets or HK divekick shenanigans. HK divekick is basically one of the easiest ways to switch directions on the stage, so that Squigly has an easier time keeping her opponents cornered and she does best when she has meters for Squigly battle opera while the opponent is cornered.

To play her at her best you would need stancels and more complex resets, but they're not necessary at all and they still don't put her in the upper echelon of hard to play characters like Painwheel, Big Band or Fortune.
Big band isn't really hard to play at all, and fortune isn't that difficult unless you are trying to learn both head and headless(which while nice, is far from being a necessity to play her well)

Squigly lacks good approach options, and without stances, has no instant reversals, which hurts a lot.
Dangerlurking Jun 16, 2015 @ 3:48pm 
Really depends on who you think is better to control or does the most damage in my opinion cerebella is best for new players
BRINKS Truck Jun 17, 2015 @ 10:51pm 
Now, I'm no meta king, nor do I claim to be (I don't play online because I'm too scared of people that are much better than me), but my $0.02 is that Eliza's a moderately difficult character to learn (never used her, guessing from her moveset from random matches), and Squigs is very difficult.

If you're learning to play, I'd suggest something involving Valentine, as she's very versatile and is easy to combo with. If you play Double / Fukua / Peacock I will find where you live and punish you for being an evil person.

I learned the hard way, just figuring out movesets and combos in training, where I developed my team (Parasoul / Valentine / Squigly (I can't play her but I'm trying to learn))

Parasoul is a character I like to play because she has a very deliberate style; your attacks are a bit slow and the chaining past basic strings gets difficult if you aren't good at using Egret Call (like me), but they damage they do is huge--a lot of it relies on smacking the opponent at the perfect moment. The napalm tears can make you annoying and spammy enough to make the enemy close, but your midrange damage is scary. She's not the best against grapplers with super armor like Beo though (♥♥♥♥♥♥♥♥, if I had a nickel for all the grabs Beo made on me...), or really hardcore rushdown queens like Filia.

I like a Valentine / Parasoul combo, which is strange, because they're kind of opposite. Val's good to keep the pressure on against zoners with her quick attacks and high mobility (♥♥♥♥ BIG BAND). Parasoul's got good range and decent damage but is somewhat difficult to produce long combos with, and her napalm spam can help push the opponent to that sweet midrange.

tl;dr: No, they aren't beginner characters, but practice enough with whatever floats your boat and you'll learn them.
Amplifier Jun 18, 2015 @ 6:39am 
Hahno.
At least not Squigly.

Eliza is fairly easy, but she does require a bit of knoledge to combo well.
Squigly... Stances and Cancelling, Attack Ranges, Battle Opera... There's a lot too her.

If you want easy fighers try Cerebella, Parasoul, or Valentine.
  • Cerebella has a lot super armor and hard hitting attacks. She can dish out a ton of damage ('perantly has the highest damage output in the game) with little room for punishment. At least against newer players and easier bots.
  • Parasoul doesn't really have that many specials to care about. Most of her damage comes from basic hits and the "< >" commands. (Soldier Calls/Napalm Tears) She seems to be the Guile of Skullgirls (from what very little I know about Street Fighter). Her commands are easy to exicute but don't have much room for Comboing.
  • Valentine has a lot of fast, long ranged attacks. Her specials are easy enough to understand, and most of her Blockbusters are Straight Forward upgrades from her regular specials. (Checkmate Incision {Scapels} = Dead Cross, EKG Flatliner = Savage Bypass {Even the Wiki says so}, Dead on Arrival {Drop Grab with Cutsceen afterwards} = Mortuary Drop {Drop Grab}) She does have a lot of interesting combos, but a newer player can get the basics of Valentine very easily.
Also a lot of people are mentioning Fukkua. I've played very little of her, but she is fairly easy.
Last edited by Amplifier; Jun 18, 2015 @ 7:02am
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Date Posted: Jun 15, 2015 @ 3:27pm
Posts: 12