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Alevzykzl Training Thread

Alevzykzl

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Parasoul
Okay so for my DAY 1 COMBO with my character PARASOUL.
This is what i try to pull off:
s.lk > s.mk > c.hp
j.lk > j.mk > j.hp
otg s.lk > s.mk > c.hp
j.lp > j.mk > j.hk
s.lp > s.lp > s.mp > s.hp > s.hp x b[hold],f+p[lp], qcf+kk


DAY 1
A day like no other, I was so happy. So happy that i learned how to do what seems to be a very basic PARASOUL combo until i get to the part where i connect j.hk and s.lp part on stage 4.
Impossible.
I kept on pulling it off for several hours.
Just impossible.


DAY 1 and 7 hours (i think)
This combo is impossible.
Oh wait, I did it.
[So yeah, muscle memory pulls off]
I was able to perform it most of the time now and then i get to this part where i connect the projectile move with s.hp. WHAT THE ACTUAL...


DAY 1 and 10 hours
I got the full combo YES, but now I had a look of TRIAL 2.
Okay, what.. really..
Is this what seem to be begginer's BNB?
What the f...
It took me >10 hours just to pull off my day 1 combo and now what? people are doing impossible stuff.. and call it BASIC, okay what?
 
Instead of jLP jMK jHK you can do jMP jHP jHK which does more damage and is far easier.

The lower the jHK hits the more time you have to combo into sLP.
If you hit jHK really high up, it gets very tight and unreasonable.
 
jMP is instant and jHP is just a cancel from jMP, so also instant.
You can hit jMP as soon as you start your jump and you'll get it on the first frame to help with the timing.
 
jMP is instant and jHP is just a cancel from jMP, so also instant.
You can hit jMP as soon as you start your jump and you'll get it on the first frame to help with the timing.
Okay I got it now, I thought it was the j.mp to j.hp I'm having problem with but its actually connecting j.hp into a restand.
I can't seem to connect any restand with j.hp like j.hk but I'm getting the stuff with the Napalm Toss into j.hp restand.
(Added question: Should I practice this combo for my Day 3? I really want to get good at this game really fast)
 
So, I decided to drop the terribly hard combos for now and focus on learning this one combo from this thread http://skullheart.com/index.php?threads/baby-got-boots-parasoul-combo-thread.203/
cLK cMK sHP sHP x Napalm Shot L
sLP sMP b.HK x Egret Call
Dash, sMK cHP
JMP JHP JHK*
sLK sLK sMK sMK sHP sHP x ([Napalm Shot L/M] or [Napalm Pillar/Quake]) xx Silent Scope

*JHP JHK will cause an OTG vs heavy characters. If your OTG is already used and you are attacking a heavy character they will tech out of the combo when they hit the ground.
Use this variant from the first launcher on heavy characters if you would like to reserve your OTG and restand your opponent:

cHP (Jump)
JLP JLK JMP (Land)
(Jump) JMK JHK
sLK sLK sMK sMK sHP sHP x ([Napalm Shot L/M] or [Napalm Pillar/Quake]) xx Silent Scope

I am practing a lot, a hell lot and i find that Parasoul's combos are easy now except for this one link, j.hp to j.hk and j.hp otg napalm toss l to j.hp.
I can't get it consistently but i get it from time to time.

TN:
i could only play on friday, saturday and some sundays. That's why I want to practice as much as i could. (I love learning curves and I'm willing to learn Parasoul's hardest combos in Day 1, I am also considered an execution monster in Tekken)
 
I'm curious, if you're an execution monster at Tekken then why are you asking this question?

The answer to getting those links consistent is just practice, there aren't really any tricks.
 
We have training diary sections for specifically for creating your own space where you track your progress, is it okay if I merge your threads and set that up for you?
It's a thread all about you and you can talk about whatever you want and get help.

JHP > JHK isn't a link, it's a chain.
So you just hit JHP and then any time after JHP starts you can wail on JHK and it will cancel easily.
What part drops?

As for JHP x L Toss x JHP, you can try and slightly delay the second JHP.
You don't have to worry about L Toss combos for a long time though.
The first combo you posted was the one I did for years, and you're on Day 4.
 
I'm curious, if you're an execution monster at Tekken then why are you asking this question?

The answer to getting those links consistent is just practice, there aren't really any tricks.

Tekken is all about Just frames, if this game is all about just frames then I would mop this game. "practice" I don't think that's the case at all, I've been doing the inputs exactly as i am always doing and i would drop it and i would get it sometimes.

Didn't know I can't ask questions, for fucks sake... People had been learning how to OTGF forever and can't do shit but because I asked questions I was able to master it for a short period of time.
 
It was just a weird thing to say you're an execution monster at fighting games while asking how to do stuff that just requires some practice. I'd think an execution monster would understand that it's just about practice. You're evidently not doing the inputs the same every time since if you set up a recording of a dummy doing your inputs the dummy WILL have the exact same results every time.

Combos aren't just random if they work or not.

No need to bad mouth me when I gave you the only legitimate advice to give on the subject, just practice. There is no trick. Just practice.
 
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The answer to getting those links consistent is just practice, there aren't really any tricks.
The bullshit I've been getting from FGC is that "there aren't any tricks" but there are shitloads of TEKKEN PLAYER that doesn't want to ask questions and fail to execute a single EWGF because they think there's no "TRICK".

Example:
You were to ask an idiot to do a charge combo.
Something that goes like this, s.lp s.mp s.hp s.hp napalm shot l.
But because he was a dumbfuck, he never learned it because he thought there's a way to charge the napalm shot without doing it before the s.hp.

I got the shits to back up that i can execute than most people in Tekken, watch my combo vid on YT, search my name.
 
If you feel your timing is perfect but the combos are inconsistent, you can post video recordings with inputs on and people can tell you how to adjust them so they work better.

Also
We have training diary sections for specifically for creating your own space where you track your progress, is it okay if I merge your threads and set that up for you?
 
I honestly don't fully understand what you're trying to say, maybe I'm dumb. But those two specific questions are literally "just practice."

There actually are no tricks for what you're asking, it's just figure out the timing then do it until it's muscle memory. There's your trick and advice.

J.hp > j.hk
Press j.hp then hit j.hk right after. Practice it to learn the timing.

j.hp xx napalm toss > j.hp
Press j.hp, do l napalm toss, then press j.hp after you recover from the napalm toss. Practice it to learn the timing.

Is that a better response?
 
If you feel your timing is perfect but the combos are inconsistent, you can post video recordings with inputs on and people can tell you how to adjust them so they work better.
I'm using the KEYBOARD to do the inputs, but i mainly use the Joystick, maybe it has something to do with the keyboard probably cancelling the nearest key? i don't know.. do you have any instances of that?
 
What I'm asking is that, if there's maybe some OTHER fault putting aside my execution. Maybe keyboard, lag, whatevers fault because I'm doing it... AND I'M NOT GETTING IT.

I don't wanna deal with this NEXT WEEK, that's why I am asking questions to get immediate help, I ONLY GET TO PLAY NEXT WEEK. And, i might have lost the MUSCLE MEMORY for it.
 
https://www.microsoft.com/appliedsciences/antighostingexplained.mspx

Use the tool to check what keys aren't lighting up when you try certain inputs.
Older non gaming keyboards suffer from ghosting and lead to lots of dropped inputs.
Proper gaming keyboards have fixed this issue, so like on mine when I do combos I can do up to 14 inputs, so check yours out.

EDIT:
There's also a Skullgirls discord server for real time help if that suits you
 
https://www.microsoft.com/appliedsciences/antighostingexplained.mspx

Use the tool to check what keys aren't lighting up when you try certain inputs.
Older non gaming keyboards suffer from ghosting and lead to lots of dropped inputs.
Proper gaming keyboards have fixed this issue, so like on mine when I do combos I can do up to 14 inputs, so check yours out.

Thanks, Sorry if I've been very misleading and very toxic.
I try to get the least toxic as much as i could and SOUND LESS COCKY, I know how i sound like and I know how I could go from that, I am very toxic now and everyone is still treating me kindly, this FG is the best and this FGC is the best.
I know how this conversation would go and that this conversation would go this way especially this guy Icky who said:
Maybe I'm dumb.
, I know that only a wise guy would say that, only a smart person would try to realize if they have something they don't understand and putting aside the social appearance of "dumbness", I don't really know how I should go about this forum, be I an offensive fucker or a timid scrub but I choose to do the former because I AM SERIOUS. I love this game.
 
The fastest way to get help as I said is to record your attempts at the combo so other players can analyze why things are going wrong.
I'm still not sure what part of either of the examples is dropping / not working, and I would be able to see if inputs were eaten by ghosting with display on.

So if you're 100% confused but want results, try and do that.
OBS is free and can record Skullgirls really quick, that's is what I use.

Also, Icky is REALLY not out to get you here.
99% of the time someone has a problem with a combo, the answer is always practice.
If you insist there's something else that might be possibly causing your execution to degrade, neither me nor Icky are aware of it so until then "practice" is unfortunately the only advice people can give until you give us some details on how EXACTLY those sequences aren't working.

But you can't get specific advice until we have something to work with :\
 
Maybe I'm just trying to start an argument, but arguments are a big help especially to the FGC and the learners.
How many times I've been on the shitty abyss of helpless forums, where there's a thread (a question) with a very kind approach but had no single answer or an answer that could help anyone.
This is an exact example https://www.reddit.com/r/fightcade/comments/36jga0/disconnected_from_server_please_restart/, this pissed me off more than ever.
 
FINALLY... I figured it out.
When I do this it always works. j.mp hold j.hp then release when the sound of j.hp ends then press j.hk immediately.

I'm gonna move on to a different combo now with a more optimal damage, expect to see more rantings from here on out!
 
This:

cLK cMK cHP
jHP x M Toss x jHP
cMK sHP sHP x L Egret
Dash sLK sLK cMK sHP sHP x L Shot
sLP cMK sHP sHP > Ender

Is my go to BnB.

More optimal would be something like this.
 
Okay, Luckily I get a free SUNDAY.
I finally got these two combos down:
cLK cMK sHP sHP x Napalm Shot L
sLP sMP b.HK x Egret Call
Dash, sMK cHP
JMP JHP JHK*
sLK sLK sMK sMK sHP sHP x ([Napalm Shot L/M] or [Napalm Pillar/Quake]) xx Silent Scope
cLK cMK cHP
JMP JHP x J Napalm Toss M x JHP
(cMK/sMP)* sHP[Restand] sHP x Egret Call
Dash
sLK sLK cMK sHP sHP x Napalm Shot L
sLP sMK sHP sHP x Napalm Shot M xx Silent Scope ... cHK
I have no target combos yet but I want to learn assist combos first, any tips or maximum assists? (I'm not begging for tips, I can learn on my own but if you may have something in mind, then why not share your "LOVE")
 
My Current Team :-11/12/16-:
1st (MAIN): Parasoul
2nd: Filia
3rd (WIP): R. Fortune

:EDIT:

(Assist Moves, I use mainly)
P: L Napalm Shot
F: H Updo

R: H Beam
 
Okay, Luckily I get a free SUNDAY.
I finally got these two combos down:
cLK cMK sHP sHP x Napalm Shot L
sLP sMP b.HK x Egret Call
Dash, sMK cHP
JMP JHP JHK*
sLK sLK sMK sMK sHP sHP x ([Napalm Shot L/M] or [Napalm Pillar/Quake]) xx Silent Scope
cLK cMK cHP
JMP JHP x J Napalm Toss M x JHP
(cMK/sMP)* sHP[Restand] sHP x Egret Call
Dash
sLK sLK cMK sHP sHP x Napalm Shot L
sLP sMK sHP sHP x Napalm Shot M xx Silent Scope ... cHK
I have no target combos yet but I want to learn assist combos first, any tips or maximum assists? (I'm not begging for tips, I can learn on my own but if you may have something in mind, then why not share your "LOVE")
Either you shove it at the end if it hits multiple times such as H Beam, or you put it as close to the beginning of the combo as possible if it's a single hitting powerful assist.

That's the general guide for assist combos unless they are for specific extensions.

If you can find a way to get a powerful link into a strong move on the point after the assist call that's even better.
 
SO, Its DECEMBER BREAK and I have three days to play Skullgirls, I'm on full training mode now.

Either you shove it at the end if it hits multiple times such as H Beam, or you put it as close to the beginning of the combo as possible if it's a single hitting powerful assist.

That's the general guide for assist combos unless they are for specific extensions.

If you can find a way to get a powerful link into a strong move on the point after the assist call that's even better.
What I'm gonna try.
Parasoul: b.hk (I literally have nothing in mind for Parasoul)
Filia: c.mk assist

EDIT:
Three not six
 
I got the hang of assist combos now, I'm gonna need to learn some resets and maybe I could move on to more optimal combos.
 
Try L shot or Napalm Pillar for your para assist.

Pillar is an invincible blast that anti airs and gets people off you.
L shot is used to cover Filia's approach and then the tear it leaves behind makes it harder for the opponent to hit buttons.

Pillar also adds good damage to combos.
 
Try L shot or Napalm Pillar for your para assist.

Pillar is an invincible blast that anti airs and gets people off you.
L shot is used to cover Filia's approach and then the tear it leaves behind makes it harder for the opponent to hit buttons.

Pillar also adds good damage to combos.
Do you hold d/b when charging or hold b or d depending on the combo?
 
It depends on if you are using crouching moves or standing moves.
If you need to do a standing move then charge back, if you need to do a crouching move then charge down back.
You can switch between the two without losing your charge.
 
It depends on if you are using crouching moves or standing moves.
If you need to do a standing move then charge back, if you need to do a crouching move then charge down back.
You can switch between the two without losing your charge.
No, no.. what I mean is that.
When doing s.hpx2, are you holding d/b or b, d depending on the combo? (For added flexibility)

Anyways, how do you catch people with the overhead reset?

Do you just do it in a particular unexpected time or you have a visual cue when someone is zoning out?
Is it even safe like when Para recovers will she get punished by an average player? (I never tried it, maybe i should)
 
Hold DB so you also have access to down charge for pillar.

f.LP is safe.
You can have the game tell you have negative or positive (unsafe or safe) a move is by going training mode and setting attack data to "advanced."
After you do a move, the +/- value will be printed out at the bottom.

f.LP is safe and chains into her other moves like cMK (For a fast low after), or f.MP (For a slow low, but you stand up so it's tricky), or b.HK (for a second overhead, but this one is slower and it's punishable on it's own.
If you get your b.HK blocked, you want to cancel into L Shot (You're +2) or L Egret (You're -2).

Also you don't have to worry about being the trickiest guy in the world with Parasoul's overhead, it's 20F, so it's hard to react to. (b.HK is 23F).
 
Last edited:
Hold DB so you also have access to down charge for pillar.

f.LP is safe.
You can have the game tell you have negative or positive (unsafe or safe) a move is by going training mode and setting attack data to "advanced."
After you do a move, the +/- value will be printed out at the bottom.

f.LP is safe and chains into her other moves like cMK (For a fast low after), or f.MP (For a slow low, but you stand up so it's tricky), or b.HK (for a second overhead, but this one is slower and it's punishable on it's own.
If you get your b.HK blocked, you want to cancel into L Shot (You're +2) or L Egret (You're -2).

Also you don't have to worry about being the trickiest guy in the world with Parasoul's overhead, it's 20F, so it's hard to react to. (b.HK is 23F).

Oh okay, so her resets are very strong.

Should I move on to improving my neutral game and tear tossing that I learned some optimal combos or just go straight practice target combos or other stuff like double snapback?

I'm really bad at calling assists and I'm pretty much not very knowledgeable about poking in this game.
So what do you say?
 
I played Skullgirls for the whole day, NO KIDDING.
I know this might be really ambitious but I'm trying to learn this Filia combo:

I finished pretty much the 1 to 5 part and I'm gonna work on it tomorrow, then probably work more with my Parasoul then Eliza maybe?
 
snip
I'd strongly suggest working on neutral game at this point. It sounds like you have a solid start to knowing what to do when you get a hit, now you need to work on getting those hits (and not getting hit yourself!)

Optimal combos are great to know, but they're worthless if you can't play the neutral well enough to get a chance to do them.

I used to play Parasoul, but Liam is a hell of a better player than me and has a hell of a lot more experience with her. I can give some advice, but he'll know better than me so take his word over mine.

J.lp is a godlike normal for Parasoul in neutral. it's really fast, has a great hitbox, lots of active frames, and you can chain it to j.hp on hit which garuantees a combo in 99% of situations. Try getting comfortable with throwing j.lp out in neutral and chaining it to j.hp, if I'm not mistaken it's still safe if j.hp so you don't need to confirm the j.lp to throw out j.hp afterwards. If you get an air to air hit you will knockthem down and you can otg with cr.lk, cr.hp into an air combo. J.hp air to air *by itself* if with no j.lp before it will give a techable knockdown so you won't be able to convert off of it.

On the ground her cr.lk has pretty good range and is a good go to for trying hit. st.lp has very long range for a jab, but it whiffs on a lot of crouching opponents (this may have changed?)

When using napalm pillar as a reversal you can cancel it into her bike super on hit, whiff, or block to make it mostly safe. Some areas of the screen you'll be able to combo off of it if you dash up, or if the napalm pillar hits them in the air.


These are the first things that come to mind, some things may have changed since when I played her (which hasn't been since 2013.)

Can't help with filia much, never really played her.
 
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I'd strongly suggest working on neutral game at this point. It sounds like you have a solid start to knowing what to do when you get a hit, now you need to work on getting those hits (and not getting hit yourself!)

Optimal combos are great to know, but they're worthless if you can't play the neutral well enough to get a chance to do them.

I used to play Parasoul, but Liam is a hell of a better player than me and has a hell of a lot more experience with her. I can give some advice, but he'll know better than me so take his word over mine.

J.lp is a godlike normal for Parasoul in neutral. it's really fast, has a great hitbox, lots of active frames, and you can chain it to j.hp on hit which garuantees a combo in 99% of situations. Try getting comfortable with throwing j.lp out in neutral and chaining it to j.hp, if I'm not mistaken it's still safe if j.hp so you don't need to confirm the j.lp to throw out j.hp afterwards. If you get an air to air hit you will knockthem down and you can otg with cr.lk, cr.hp into an air combo. J.hp air to air *by itself* if with no j.lp before it will give a techable knockdown so you won't be able to convert off of it.

On the ground her cr.lk has pretty good range and is a good go to for trying hit. st.lp has very long range for a jab, but it whiffs on a lot of crouching opponents (this may have changed?)

When using napalm pillar as a reversal you can cancel it into her bike super on hit, whiff, or block to make it mostly safe. Some areas of the screen you'll be able to combo off of it if you dash up, or if the napalm pillar hits them in the air.


These are the first things that come to mind, some things may have changed since when I played her (which hasn't been since 2013.)

Can't help with filia much, never really played her.

I had never tried j.lp into j.hp before and I was having trouble converting pokes to full combos.
I was doing something like j.hk to c.lk and doesn't pay off so well.
Pretty much, I'm trying to imitate Liam's playstyle or rather his tear tossing/placement.

TRIED IT OUT..
Oh My God, j.lp works so well.. wtf..

Anyways, gonna continue tomorrow, I'm in serious need of sleep, I don't know how long i was playing.. just really long, It's 1:24 AM now here.
 
Filia combo:
This combo exceeds the 240 undizzy limit btw. Midscreen cr.HP also doesn't give you time to dash, LP follow up and even if you cancel it with Ringlet psych it won't work vs heavy characters.

If you want a good Filia combo then IMO you should just use the standard j.HK, ADC, j.LK, j.HP, j.HK combo in the BnB compendium. It is pretty easy, universal and deals high damage for Filia.

People generally use cr.LK, MK, HP as the standard opening string with Filia as the MK leaves you time to hit confirm though if you prefer cr.LK, HP it isn't that big a deal since that is still safe on block.

You really don't need to be focusing on optimal combos at this point. Learning your character's neutral and the general mechanics is far more important. Even in regards to tech, knowing one or two good resets is more important than having a big combo in SG.
 
So what do you say?

Too much time labbing combos and not enough time playing against other people.
Once you have a basic BnB down, start learning the game online.

With, Parasoul, note that jLP jHP is unsafe on block if you hit an airborne opponent.
In this game, if you are in blockstun and then you land, you cancel all your blockstun.
Here's an example of a normally very safe move being punished using "land canceling."

The same thing applies to Parasouls jHP, because it slams the opponent down before you, letting them recover instantly and then potentially jab you out of the recovery of jHP.
So if your jLP hits on block and they are jumping, try and do a different string like jLP > jMK > jLP.
This should keep you safe.
(jMK is a normal that lets you chain into any move, even backwards. [Reverse Beat] )

Also yeah, that Filia combo is from a different version of the game, it no longer works.
Here's the short version that still works.

cLK sMK sHP
jHP ADC jLK jHK
cLK sMK sHP
jMK[2] x Down Airball ADC jMP [Restand]
sLP sLP sMP cMK cHP x H Hairball xx Fenrir
 
Too much time labbing combos and not enough time playing against other people.
Once you have a basic BnB down, start learning the game online.

With, Parasoul, note that jLP jHP is unsafe on block if you hit an airborne opponent.
In this game, if you are in blockstun and then you land, you cancel all your blockstun.
Here's an example of a normally very safe move being punished using "land canceling."

The same thing applies to Parasouls jHP, because it slams the opponent down before you, letting them recover instantly and then potentially jab you out of the recovery of jHP.
So if your jLP hits on block and they are jumping, try and do a different string like jLP > jMK > jLP.
This should keep you safe.
(jMK is a normal that lets you chain into any move, even backwards. [Reverse Beat] )

Also yeah, that Filia combo is from a different version of the game, it no longer works.
Here's the short version that still works.

cLK sMK sHP
jHP ADC jLK jHK
cLK sMK sHP
jMK[2] x Down Airball ADC jMP [Restand]
sLP sLP sMP cMK cHP x H Hairball xx Fenrir

Thanks, I'm gonna practice my neutral games more, probably learn about match ups aswell.


Uhmm about this combo..
cLK sMK sHP
jHP ADC jLK jHK
cLK sMK sHP
jMK[2] x Down Airball ADC jMP [Restand]
sLP sLP sMP cMK cHP x H Hairball xx Fenrir
That was the combo I'm always doing before, and i thought why not level up my Filia, so i did.. searched the forums for some stuff I could find but, you said its not gonna work so... man.
Anyways is there any combo that is more optimal and a bit harder than this one?
Or probably something with j.hk reground (I really like that)
 
The damage of that combo is completely fine, you don't need to learn ten of them.

SHP JHK ADC JHP JHK OTG CLK
Is a frequent starter, and
SHP JHK ADC JLK JMP JHK
Gives you the JHK restand you like.
 
The damage of that combo is completely fine, you don't need to learn ten of them.

SHP JHK ADC JHP JHK OTG CLK
Is a frequent starter, and
SHP JHK ADC JLK JMP JHK
Gives you the JHK restand you like.

How about this one?
j.hp adc j.hk
c.lk s.mk s.hp
j.hp adc j.lk j.hk otg
c.mk(x1) xx s.hp
j.mk Hairball[H] adc j.mp j.hk restand
s.lp s.lp s.mp c.mk c.hp Hairball[H] xx Fenrir Drive

Uhmm.. Is there any way to implement c.lk c.mp s.mk c.hp? That kinda looks cool :3