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General Beginner Q&A Thread!

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Robo Fortune Double
Hey new players!

Sometimes there's a lot of questions you can't answer alone.
If you have any questions related to Skullgirls gameplay that you can't answer yourself then

POST HERE!


Don't be shy!
The moderator team, our very helpful community or myself will answer your questions as soon as we can.
There's no such thing as a dumb question!
For every person confused about something, there's another 10 that stay silent about it :)

If your question is very complex and you'd like to generate a lot of discussion, feel free to open up a new thread in the beginner section!
Either works.

As always, make sure to check out the Beginner Resources thread and the Skullgirls Frequently Asked Questions Thread for your Skullgirls needs.
Don't worry about asking a question that's already been covered in the resources sections if you can't find it right away; We can always point you in the right direction even if it's just a link.

Good luck out there and happy posting!
 
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Ill be the first to ask a question!

So I know attacks that hit low force preblock state which will catch people upbacking. My question is do assists with low attacks like cremation or kakushi calliper(valentine's c.mk) do the same thing?
 
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My question is more of some sort of "i need an advice", hope someone can help me.

I've been playing Filia for some time, i know some of her bnbs, and i can even do some resets and burst baits, and i get wins, i think i have more wins in skullgirls in 2 months than playing third strike in almost a year, but i don't know, i feel kinda strange playing her, so i was thinking, well, time to pick other chars, but i don't know really which character, so i was thinking in trying to learn various characters at the same time, and keep playing the one who i enjoy playing the most. But, normal advice in fighting games is playing one character only, until you dominate the game and what the game has to offer. But i was thinking: well, skullgirls has tag mechanics, so the game expects you to play more than 1 character, so, should i try to find 1 character and learn to play, or i should just keep trying a lot of characters until one makes me happy?
 
My question is more of some sort of "i need an advice", hope someone can help me.

I've been playing Filia for some time, i know some of her bnbs, and i can even do some resets and burst baits, and i get wins, i think i have more wins in skullgirls in 2 months than playing third strike in almost a year, but i don't know, i feel kinda strange playing her, so i was thinking, well, time to pick other chars, but i don't know really which character, so i was thinking in trying to learn various characters at the same time, and keep playing the one who i enjoy playing the most. But, normal advice in fighting games is playing one character only, until you dominate the game and what the game has to offer. But i was thinking: well, skullgirls has tag mechanics, so the game expects you to play more than 1 character, so, should i try to find 1 character and learn to play, or i should just keep trying a lot of characters until one makes me happy?
I'd say narrow down your options.
Go one by one through each character in the cast, and just try some combos, look at their kits, and get the feel of their resets and playstyles. From there, go off which characters you like to find someone you'd like to seriously use.
There isn't much wrong with playing as multiple characters, especially in a team game like Skullgirls. Try to learn two more characters so you can play a three-character team.
 
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I'd say narrow down your options.
Go one by one through each character in the cast, and just try some combos, look at their kits, and get the feel of their resets and playstyles. From there, go off which characters you like to find someone you'd like to seriously use.
There isn't much wrong with playing as multiple characters, especially in a team game like Skullgirls. Try to learn two more characters so you can play a three-character team.

Thanks, i'll look each character, so, i'll spend a lot of time in the training room now. But, i don't know about making a team, since i don't like much the idea of teams, and i'll need to practice using assists because my macro buttons are 2p and 2k. xD
 
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Ill be the first to ask a question!

So I know attacks that hit low force preblock state which will catch people upbacking. My question is do assists with low attacks like cremation or kakushi calliper(valentine's c.mk) do the same thing?
Assists do not cause any preblock at all, no.
This makes it a lot harder to catch an opponent upbacking with something like Squigly's cHP as an assist compared to on point.
If the point character starts any attack nearby the opponent will enter preblock and be glued to the ground when the assist starts up to help it hit.

Most of the time people try and hit high or low right before or after the assist starts to mix people up and prevent them from getting away.

Also if you can put the enemy in blockstun they also will get hit low if they try and Upback.
 
Yello everybody. For w/e reason i can't do the Bag Grab with Valentine nor the charging grab with Beowulf. What am i doing wrong? I thought its the motion that beowulf when he throws the chair + grab but nope, can't do it for some reason.
 
The easiest way to figure out why moves aren't coming out is to go to Training Mode.
After you go to Training Mode, go to 'Training Options' and set 'Input Display' to 'List' so you can see each input alone.

THEN do the input, if it doesn't come out, take a screen shot of your inputs and I can offer advice on how to clean them up to get the move to come out.

Also note that all the inputs assume you are facing right, so if you're facing left then Valentines input for example becomes
'Down, Down+Right, Right+LK+LP'
 
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The easiest way to figure out why moves aren't coming out is to go to Training Mode.
After you go to Training Mode, go to 'Training Options' and set 'Input Display' to 'List' so you can see each input alone.

THEN do the input, if it doesn't come out, take a screen shot of your inputs and I can offer advice on how to clean them up to get the move to come out.

Also note that all the inputs assume you are facing right, so if you're facing left then Valentines input for example becomes
'Down, Down+Right, Right+LK+LP'
Ohhhh~ I see where i was wrong. I was supposed to do the half qC first and then press the grab buttons. I thought i was supposed to press them at the same time lol. Thanks.
 
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Yeah, the buttons inputs almost always come at the end of the motion.

Glad you figured it out though.
 
Yeah, the buttons inputs almost always come at the end of the motion.

Glad you figured it out though.
Uhhh, it doesn't work with Valentine thou. Is the input for the bag grab different for her? Beowulf works fine.

EDIT: Weird, it seems i'm a bit slow pressing the Square button on the controller while doing grabs. Not sure how to get used to it.
EDIT2: Actually the grabs are different.
 
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I have another question about preblock.

What happens with whiffed moves and moves in start up animation? Do they still force preblock? An example would be like valentine's s.lp whiffing on a crouching character. As for the one in startup, I guess I would be referring to beowulf's hop heavy moves. They go into start up but never hit. Would they still force preblock?

After writing this, I thought to myself, "Am I still understanding preblock correctly?"
 
What is a good way to approach a Parasoul that plays quite defensively as a Valentine. I try to use Savage Bypass but that doesn't seem to work because of the frame-lock that I'm left in if they're guarding or if it does hit they're knocked back.I have also tried to use Flew Shot while I try to dash and get a hit in but it doesn't seem to work very much. I do eventually get a combo or something off against them but I think that having a way with Val would be a good thing instead of going with a "I'll try a bunch of stuff and hopefully get in for an attack" kind of approach. I think it might just be me being too lazy about thinking of a way to approach with Valentine solo or I need to learn how to use the assist of another character but yea I'm just curious about how you should/could approach as Valentine.
tl;dr: How to approach as Valentine with/without assist
 
I try to use Savage Bypass but that doesn't seem to work because of the frame-lock that I'm left
Savage Bypass is a once and awhile risk.
You should never use Savage Bypass just as a poke to try and get in all the time, it's very very unsafe on block.
If it does hit they're knocked back.
An easy way to confirm off Savage Bypass is to to Checkmate Incision after Savage Bypass hits.
If the scalpels hit them, you can Air Dash Cancel [P+P together or double tap forward quickly]
Having a way with Val would be a good thing instead of going with a "I'll try a bunch of stuff and hopefully get in for an attack" kind of approach. I think it might just be me being too lazy about thinking of a way to approach with Valentine solo or I need to learn how to use the assist of another character but yea I'm just curious about how you should/could approach as Valentine.
tl;dr: How to approach as Valentine with/without assist
I think Valentine is actually much better at the defensive waiting game than Parasoul.
L/M/H Air Shiruken Toss from afar will hit Parasoul anywhere, and Parasoul can only hit Valentine with a very well timed and spaced M Napalm Shot which is easy for Valentine to avoid and counter with her own Shirukens.
When Parasoul decides to go in, Valentine can always try and be above Parasoul as Parasoul lacks air mobility options.
Valentine should always be further above Parasoul and ready to hit her with her high priority air normals (jLK jMP jHK jHP etc).

Basically try and let her come to you.
Valentine is a very neutral heavy character, and she has the normals and mobility to support it.
You want to try and catch the Parasoul being predictable with your air normals when she gets tired of Shiruken tosses.

Try and use your assists with your jumps and Shirukens to hold Parasoul in place and then you can go for mix ups and simple low/throw set ups to score hits.

To cover the actual 'How should I approach' question:
From the air with an assist ready to back you up, when the momentum is in your favor, I guess.
 
I have a question about ips. So I know the general rule is to not start the string with the same button however I know two instances when that doesn't happen(there's prob more). Does the rule have an exception for djc and iadc? Because I know robo can do

Stuff cr.hp, j.mk, j.hk, djc j.mk j.hk

And missfortune can do

Stuff L fiber, j.mp, j.hp, iadc, j.mp
 
I have a question about ips. So I know the general rule is to not start the string with the same button however I know two instances when that doesn't happen(there's prob more). Does the rule have an exception for djc and iadc? Because I know robo can do

Stuff cr.hp, j.mk, j.hk, djc j.mk j.hk

And missfortune can do

Stuff L fiber, j.mp, j.hp, iadc, j.mp
IPS can only trigger during combo stage 5, your first airchain is usually at stages 3 and 4 so it doesn't trigger.

Here's a better explanation: http://skullheart.com/index.php?threads/infinite-prevention-system-and-undizzy-beginners-manual.965/
 
I play Skullgirls on PC and I've been planning to get a Fightstick (Hori RAP V3 SA). My question is will it work without issues?

Also, what are your thoughts about Hori RAP V Hayabusa since it does not have Sanwa parts like the Hori RAP V3 SA. (might not be the correct thread for this but humor me or you can ignore this one)

OS: Windows 7 Ultimate 64-bit.
 
I play Skullgirls on PC and I've been planning to get a Fightstick (Hori RAP V3 SA). My question is will it work without issues?

Also, what are your thoughts about Hori RAP V Hayabusa since it does not have Sanwa parts like the Hori RAP V3 SA. (might not be the correct thread for this but humor me or you can ignore this one)

OS: Windows 7 Ultimate 64-bit.
It should work without issues.
I myself have a Hori RAP Hayabusa, and I enjoy it a lot more then Sanwa parts, the stick especially. The Hayabusa stick feels a lot better, and the Kuro buttons I don't see much of a difference than Sanwa (the main draw of the Kuro buttons aren't supposed to be that they feel better but that they are more durable, although haven't had it long enough to know if that is the case).
 
It should work without issues.
I myself have a Hori RAP Hayabusa, and I enjoy it a lot more then Sanwa parts, the stick especially. The Hayabusa stick feels a lot better, and the Kuro buttons I don't see much of a difference than Sanwa (the main draw of the Kuro buttons aren't supposed to be that they feel better but that they are more durable, although haven't had it long enough to know if that is the case).

Alright! Many thanks. I will get the Hayabusa instead, just as long as the local store does not run out of stock. Thanks again!
 
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Hey I am really new to this game and I am having difficulty just imputting the commands for seemingly basic combos. Are there any tips you have on learning combos aside from just practice? I can't even do many of the combos in the trials on ps4 second encore.
 
Hah, we were both doing training mode, Steve!

I was doing alright up until they asked me to do Fillia's air dash combo, which is where I shook my head and gave up for the night.

Dunno if you're further or behind that, but my generals strategy is to just try the inputs at different times. Sometimes going just a bit slower or just a bit faster made the set up a bit easier.
 
Hey I am really new to this game and I am having difficulty just imputting the commands for seemingly basic combos. Are there any tips you have on learning combos aside from just practice? I can't even do many of the combos in the trials on ps4 second encore.

For combos, practice sections, not the whole combo. Your brain should be able to chunk button sequences fairly handily with a little bit of repetition. As you work through it, you'll find that more and more portions of the combo becomes muscle memory.

Practice with the opening string. Get it down until you can do it without thinking. Then repeat the next section. Then try putting both together.

Combo memorization is a learned skill, but it's not that hard to learn. Once you can do it for one character, the process is much easier for others.
 
I have a question about cerebella, sorry if this is explained somewhere else in the forums. I have seen some combos with her where she does quick tumbling run for a reset or wall bounces but cant seem to replicate it. Is it just amazing timing or is there an alternative input allowed only during combos.
 
I have a question about cerebella, sorry if this is explained somewhere else in the forums. I have seen some combos with her where she does quick tumbling run for a reset or wall bounces but cant seem to replicate it. Is it just amazing timing or is there an alternative input allowed only during combos.
Do you mean when she starts running but suddenly stops? That is done by doing the Tumbling Run input and immediately stopping it by pressing LK right after.
You mentioned a wall bounce, so I'm either reading this wrong or you could be referring to Kanchou, a follow-up to Tumbling Run done by pressing MK once for the dash behind them, and holding it down for the follow-up attack.
 
Here is an example, tried to find a vid that is recent using tumble runs, or at least the 3 options for it.
Starting at 0:27 after her s.mp
Does that make more sense?
Yes, that is runstopping, done by pressing LK after starting her run.
Are you having trouble with the Tumbling Run input? You're suppose to hold back during the combo chain so you can just press forward + K when you need the run.
 
If they were holding back during the combo chain, would they not move back slightly during execution? Or does the combo input prevent actual movement backwards?
 
If they were holding back during the combo chain, would they not move back slightly during execution? Or does the combo input prevent actual movement backwards?
No, you wouldn't move back. It would prevent you from doing moves that require a forward input, but you won't move backwards as you're in the middle of a move.
 
I have yet to read the Beginner's guide, but there's so much to go through and I might forget about this question so...
What is a BnB? I have a vauge idea, but I'd rather have someone tell me the right definition.
And is there some way where I could find out if (example) Squigly's Arpeggio is punishable if my opponents block it in training mode? Thanks in advance!
 
I have yet to read the Beginner's guide, but there's so much to go through and I might forget about this question so...
What is a BnB? I have a vauge idea, but I'd rather have someone tell me the right definition.
And is there some way where I could find out if (example) Squigly's Arpeggio is punishable if my opponents block it in training mode? Thanks in advance!
BnB stands for bread and butter, it means a basic combo for you to use, something usefuland simple.

And in training mode, you can set the dummy to block, and then, you set to show the frame data (i don't remember now if it is under attack data, or something like that in the training options), and you'll do a move in the blocking dummy, it will appear 2 numbers, the second one, will have a number with a plus or minus sign, so, for instance, if the move shows "-10" it is unsafe, now is good to remember that normally even if a move is unsafe (like -5), the fact that your oponent needs to start a move, it means some moves can't be punished even if they are minus.
 
I have yet to read the Beginner's guide, but there's so much to go through and I might forget about this question so...
What is a BnB? I have a vauge idea, but I'd rather have someone tell me the right definition.
And is there some way where I could find out if (example) Squigly's Arpeggio is punishable if my opponents block it in training mode? Thanks in advance!
A BnB, or Bread N' Butter, is a basic combo that usually doesn't require any resources and is your go-to combo.

In training mode, there is an option called "Frame Data". If you turn it on, you will see two numbers when you use a move.
The first number is how many frames the moves takes to have a hitbox, referred to as the "startup" of a move. The second number, after the /, is the frame advantage of the move. If it is -5, your opponent recovers faster then you do. A move like this is referred to as "negative".
If the move is, for example, +5, you can move 5 frames earlier than your opponent. This is called "positive".
There is also a third value with moves, referred to as "active", which is how long the hitbox for the move is present.

To find how safe/unsafe a move is, set your opponent to block everything, turn on frame advantage, and simply hit them.

Arpeggio is +1 frame on block, and charged, it is neutral, or +0.
 
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(Hm, so my description of a BnB was really different....)

Thank you both~! I understand now, time to go visit the training room again. n_n;
 
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Maybe it isn't the right thread so excuse me.
I need a piece of advice. Currently I'm learning Fukua and I can easily play against Nightmare AI for now. But I know only one combo and no mixups/resets yet. Should I stick to solo Fukua and learn her more? Maybe it is already okay to play an additional character?
 
Also will there be another Indogogo DLC Campaign?
 
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Maybe it isn't the right thread so excuse me.
I need a piece of advice. Currently I'm learning Fukua and I can easily play against Nightmare AI for now. But I know only one combo and no mixups/resets yet. Should I stick to solo Fukua and learn her more? Maybe it is already okay to play an additional character?

I definitely suggest learning some resets/mixups with Fukua before learning a new character because learning a combo is a very small portion of the character. Usually learning a reset takes far less time then learning a full combo so it won't take long. From seeing Fukua being played competitively, I've seen two setups(M shadow and cr.hk crossunder) that give rise to all the things she could potentially reset with. After that, if you're still itching to play a new character don't stop yourself from going right ahead.
 
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Not really a question about the game but how do i post a gif?
The First Post said:
If you have any questions related to Skullgirls gameplay
Attach a file by dragging it onto the message box and then click insert full image, I think.
Or use the add image button from the tool bar to post a .gif already on the web.
Maybe it isn't the right thread so excuse me.
I need a piece of advice. Currently I'm learning Fukua and I can easily play against Nightmare AI for now. But I know only one combo and no mixups/resets yet. Should I stick to solo Fukua and learn her more? Maybe it is already okay to play an additional character?
You might want to learn the basics of mix-ups and resets while you're comfortable with one character.
For Fukua, her best reset tool is going to be M Shadow.

Basic Fukua reset help:
To set up Fukua's vortex game, try the string: cMP cHP x M Shadow.
You can do cLK cMP cHP or course or jHK cMP cHP, it doesn't matter.
You just need the cMP cHP x M Shadow.

After that it'l knock the opponent into the air helpless.

After they are the in air you've got TONS of options as Fukua.

You can run under them and do sLP for a frame trap cross under.
You can run/walk under them late or dash under them twice for a fake frame trap cross under.

You can jump up and hit them with jLP/throw for a frame trap.
You can run under them and jump straight up and use jLP/throw for a cross under frame trap.

You can let them fall down and then hit them with cLK/Command Grab for a simple low throw if they are too scared to hit a button while falling due to the threat of the frame traps.

Most characters don't have air reversals which is why M Shadow is so effective.

...

You can also set up simple low / command grab 50/50's at almost any point during your combos.
sLP > cLK/Command Grab
jHK > cLK/Command Grab
cLK cMP > cLK/Command Grab.

Etc...
After you take a look at some of these and feel comfortable landing some of them, I'd pick up a second character if you're interested in playing a Duo or Trio.
 
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Basic Fukua reset help:
To set up Fukua's vortex game, try the string: cMP cHP x M Shadow.
You can do cLK cMP cHP or course or jHK cMP cHP, it doesn't matter.
You just need the cMP cHP x M Shadow.

After that it'l knock the opponent into the air helpless.

After they are the in air you've got TONS of options as Fukua.

You can run under them and do sLP for a frame trap cross under.
You can run/walk under them late or dash under them twice for a fake frame trap cross under.

You can jump up and hit them with jLP/throw for a frame trap.
You can run under them and jump straight up and use jLP/throw for a cross under frame trap.

You can let them fall down and then hit them with cLK/Command Grab for a simple low throw if they are too scared to hit a button while falling due to the threat of the frame traps.

Most characters don't have air reversals which is why M Shadow is so effective.

...

You can also set up simple low / command grab 50/50's at almost any point during your combos.
sLP > cLK/Command Grab
jHK > cLK/Command Grab
cLK cMP > cLK/Command Grab.

Etc...
After you take a look at some of these and feel comfortable landing some of them, I'd pick up a second character if you're interested in playing a Duo or Trio.
Wow! Thank you for such a big explanation!