Skullgirls is a unique fighting game, in that most of the mechanics are specifically designed to reward resets over long combos. A successful reset–intentionally dropping a combo to start a new one–rewards the attacker with more damage than any basic combo, more meter gain, reduced meter gain for the defender, as well as more corner carry. The attacker may also get the use of their assist back–as an assist can be used once per combo–meaning more damage and meter gain, as well as using that assist to make the next reset attempt safe.

The bottom line is: the more you reset the more damage and resources you get, so learning the best ways to reset and capitalize off of correct reads is essential.

As for today’s tutorial, Liam brings us some tech that is widely underused by today’s players. This technique involves a 1-2 frame double jump cancel period at the start of a normal jump, which allows certain characters to instantly overhead faster than they otherwise are able to. While this is a bit difficult to pull off–especially on a traditional arcade stick–this seems like the kind of tech that could help define a character like Robo-Fortune.

Source: Liam