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Trial Mode in Skullgirls

Trial mode is actually the reason I got into fighting games, having it would be the best thing.
 
As long as there's a trial where Parasoul has to do f.HP > Napalm Shot at least 3 times in the combo.
 
A trial mode once the game is finished would be cool if there's time.
hmmm it would be. If it does happen there has to be a trial were you must parry a whole bunch of stuff. Something to make young Band players learn about parries other than in tutorial or online.
 
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Yeah the tutorials go through the special moves, but basic trials might help learn how to use them
 
what's a trial mode exactly?
 
what's a trial mode exactly?
a trial mode is something for a player to do. it gives them a list of things to do and the player must do it. it could be combos it could be understanding mechanics of a character or it could be something cool looking and impractical.

here is an example:
 
Combo challenge, eh?
Too bad the filia/fukua hurtboxes are gonna change, else I would have got the hardest trial ready :
That's the hardest combo I ever attempted. I tried to re-record it in better quality lately, I gave up.
If someone is able to perform it and record it in 1080p 60fps before the beta changes applies to retail, I'm interested.
 
Skullgirls trials will be more like KoF, I think.
At least I hope they'll be as hard as this.
 
A Painwheel trial mode would be awesome to see!
Maybe Mike is already planning to have a trial mode, but that's a big "maybe". Mike sure fixes up the game a lot and totally would not have time to make up a trial mode.
Aren't some of the combo's you're trying to do in tutorial mode already like trial mode?
EDIT: I wonder how a Trial Mode would help gameplay wise...
 
I remember once in the L0 stream that they were making some UI elements for Challenge Mode.
 
This would be a cool idea!

I think it should teach bnbs and essential confirms off different starters as well as actually "challenge" you to do harder combos. Maybe have two tiers, one for "essentials" and another for combos that are designed to be harder and test your execution. This was a failing of SF4 IMO. They basically lumped stuff you actually needed to learn with stuff that was super hard on purpose together and didn't make any distinction between the two (beyond getting progressively harder).
 
Personally I LOVE trial modes. When I played KoF XIII I spent farrr too much time doing them (and it was super awesome completing the really difficult ones.)
 
I am pretty new to skullgirls and bnb combos would be great, that would make it easier than switching between the guides and the game screen
 
Combo challenge, eh?
Too bad the filia/fukua hurtboxes are gonna change, else I would have got the hardest trial ready :
That's the hardest combo I ever attempted. I tried to re-record it in better quality lately, I gave up.
If someone is able to perform it and record it in 1080p 60fps before the beta changes applies to retail, I'm interested.
Really where is the source for this?
 
Really where is the source for this?
skullgirls beta patch notes - 10/27
Filia/Fukua Gonna-Stay-But-Want-To-Find-Problems Fixes
- Fix a BUNCH of longstanding issues with Filia's height in her art (above her point) in the air, her physical extent boxes in the air and while knocked down. Applies to Fukua as well, obviously. Thanks render for all your hard work!
-- Their physical extent (blue) boxes in the air have been corrected to match the standards of everyone else, so they should not fall out of combos as much, and less often randomly end up behind you while being hit.
-- As a result of moving them downward in their art, their jump/sj/dj heights were adjusted so that they are at the same visual in-game height as they previously were.
-- Filia's HK Airball downward velocity was increased by 1.5px/frame so that most of her ground dash-cancel combos should still work with the new jump height. Thanks WingZero.
-- As with every other parasite, vulnerable boxes added on and after the active frames for all of Samson's normal attacks that were missing them except c.MP. Fixes j.HK above Napalm Pillar, among other things. Shamone already had them.
Makes lowest height double jump j.hp whiff on filia/fukua in beta, so c.hp j.hp c.hp isn't possible in beta. Some other links probbly are screwed too, but only some extreme/impracticle/never used ones.
dragon made that video.
Posting is hard. Understanding posts seems to be even harder...
 
skullgirls beta patch notes - 10/27

Makes lowest height double jump j.hp whiff on filia/fukua in beta, so c.hp j.hp c.hp isn't possible in beta. Some other links probbly are screwed too, but only some extreme/impracticle/never used ones.

Posting is hard. Understanding posts seems to be even harder...

Thank you ^^
 
I didn't realize how much I wanted this, since I enjoyed it so much in SSFIV.
 
pls respond
 
I think Trial mode would be an excellent addition to the game. I wouldn't make i too high priority over other stuff though, we do already have an excellent tutorial.
 
I can make a list of bella trial combos.
Will get on it the day trial mode is confirmed by lab zero.
If it happens one day.
 
I already have a good list of fortune combos that could be used as a source for trial combos too, could make some changes for difficulty and assists.
 
I kinda wonder if this ever happened, if there would be separate trials for head on and head off Fortune. She kind of has more combos you need to know than anyone else.
 
No one would have fun being frustrated.
I am able to make the difference between a difficult combo and an easy combo, thank you.
Besides, I don't think the hardest combos I know are as hard as the hardest combos you can find in some other games...
And if you are easily frustrated, I don't think any trial mode would be good for you.

Also, do I need to make a list of difficult/frustrating games that are still very popular?
 
I am able to make the difference between a difficult combo and an easy combo, thank you.
Besides, I don't think the hardest combos I know are as hard as the hardest combos you can find in some other games...
And if you are easily frustrated, I don't think any trial mode would be good for you.

Also, do I need to make a list of difficult/frustrating games that are still very popular?
Cut it. it was a simple jest.
 
I don't think highly difficult combos should be shied away from. I mean... it's supposed to be a series of trials. You should have to make an effort.
 
I think if they just made a trial mode, and an editor, the community would create a HUGE number of quality trials (maybe using steam workshop? not sure how that works, how much it'd cost vs having them somewhere else?) so we just head there, download ones we want. I think that would make the tutorials a lot more useful(they kind of focus on filia for more than half :P )
 
hey so its April 15, 2016...SG 2nd encore for pc came out 2 days ago..can this still be a thing or is it easier said than done? @Mike_Z
I'm pretty sure we did that actually, I know Skarmand submitted some of the Parasoul ones.

We can do more for Lobbies patch, though. @render
 
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I didn't know you were taking submissions. I would have submitted Bella combos. I actually avoided asking for specific combos in trial mode cause I thought you weren't accepting submissions. Hmmmm.
 
I remember submitting a Parasoul specific Squigly combo. The midscreen j.mk loops 159man does with Big Band would be great trials, too.
 
cLK cMK sHP Fly 3jLK cLK cMK sHP LBuer Fly 6jLP jLK cMP sHP LNail Dash sLP sLK cMP fHK4 otg LBuer DC

Basically the combo Taluda taught me with some adjustments. I think the ground-based midscreen buer loop is important compared to things like 'jHK restand into Death Crawl.'
Also one Painwheel combo has you Fly before doing Buer Thresher when there is no need to do so, but I assumed things like that were just to teach the person doing them that it is possible.
Perhaps Thresher > Fly > Thresher would be more useful to know, though.

I have a lot of things to say about a lot of combos, but based purely on memory from playing them yesterday, and then having 2 hours of sleep since.. this was the thing I felt the most strongly about.

That and maybe the Fukua midscreen where you do cHP bounce loops and have to dash into sMK cHP without using otg. Perhaps I am meant to go to the corner to do this and I'm an idiot, but since I started midscreen, I did it midscreen. This is suffering.