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how me play the bonelady fight game?

void

ya fukua'd up, son
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void
Fukua Eliza Double
Playing as Fukua is rewarding, and I seriously enjoy it, but it was just such a pain for me leaping into a game when the person I usually play against is miles ahead of me in skill level. So imagine my absolute glee when other friends get the game and they're new! Sort of like me!

So I played with them, and I wasn't getting smashed immediately like a small ant. That's when I really noticed things started to pick up for me. I was learning with others, I had a chance to try things out--sure, my friend is rad and playing with him is usually, but it was disheartening to constantly lose without feeling like I ever improved.

It was originally in one of the lobbies with my other newbie friends that I threw together a sloppy combo sort of thing. Ever since then, I've refined it and reworked it to something that looks like it could actually be useful rather than being j.HK spam thrown in the middle of a cluster of controller slapping and screaming.


Instead of Baby's First Button Mash, I now know it warmly as Baby's First Combo. Using it against my more experienced friend proved ... well, fruitful! Hell, I won 2 matches! ... out of how many? Irrelevant (17, shut up). I really do feel like I'm improving. I'd like a little recognition from said friend, who would rather get all salty and mad at me when I win, rather than going "hey look at you, doing some big girl combos there!"

But, there are things I know I need to get better at. A lot better at.

Defense - Ill-timed blocks, incorrect block types ... I need to learn to watch out for those sneaky little attacks that throw me straight into a hellish array of death and tears.

Actually DO my combos - I panic. I hit a move and go "YEAH IT HIT". Then I forget to continue hitting. I get annihilated. I'm getting better at it, though, because I'm starting to really memorise what I need to do.

B8ED - I need to stop being baited into stuff. I need to get it in my head that oh my god, Parasoul is throwing that Egret out because the player wants me to run towards them so I shouldn't run, throw vomit goop balls instead or just watch out for an attack! rather than being like oh man an Egret! Don't run! WHY ARE YOU RUNNING FUKUA? WHY. STOP IT. NO! WHY.

Git Gud - Long term goals, amiright?

EDIT: need to get a video of me in game, in an actual fight hohoho.
 
Most of the things you listed are things you learn from playing. You'll eventually learn how to confirm, how to defend yourself, how to bait and avoid being baited and this all will lead to your long term goal.

One thing you should know, tho, is that every hit that you perform in a combo scales its damage. This means that the more hits you do in the beginning of a combo, the less damage it'll deal.
The idea here is to use powerful moves with low amount of hits on the beginning of the combo and use multihits at the end to get maximum damage. The scaling is capped at 15 hits. After this, it won't scale anymore, so multihit as you will.

Good luck.
 
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I think you're using too many multihit moves early in your Fukua combo which is driving the damage down hard. The cMK at the start is fine because it's a good confirm, but you could do something like

cLK cMK sHP jHK cLK sMK sHP jHP jHK etc you can eliminate a lot of multihits from that series.
Oh, and

cLK cMK sHP jHK cLK sMK sHP jHK jHP (the jHK will trigger IPS, the jHP will help you dodge it) then don't move/duck and if they burst, jump and punish with jHK into a full combo

if they don't burst, I usually do a low/throw mixup
 
Most of the things you listed are things you learn from playing. You'll eventually learn how to confirm, how to defend yourself, how to bait and avoid being baited and this all will lead to your long term goal.

One thing you should know, tho, is that every hit that you perform in a combo scales its damage. This means that the more hits you do in the beginning of a combo, the less damage it'll deal.
The idea here is to use powerful moves with low amount of hits on the beginning of the combo and use multihits at the end to get maximum damage. The scaling is capped at 15 hits. After this, it won't scale anymore, so multihit as you will.

Good luck.
Ah, thank you!
I always had a problem understanding scaling, so having it explained that way really helps.
Man, I hate the saying practice makes perfect but I know it's true in regard to so many things.

I think you're using too many multihit moves early in your Fukua combo which is driving the damage down hard. The cMK at the start is fine because it's a good confirm, but you could do something like

cLK cMK sHP jHK cLK sMK sHP jHP jHK etc you can eliminate a lot of multihits from that series.
Oh, and

cLK cMK sHP jHK cLK sMK sHP jHK jHP (the jHK will trigger IPS, the jHP will help you dodge it) then don't move/duck and if they burst, jump and punish with jHK into a full combo

if they don't burst, I usually do a low/throw mixup
I'll give that combo a shot--the multihits were mainly there because I couldn't figure out a way to jam all that stuff in without messing up and failing miserably. Nice to have some help figuring a way around the mess of jabbing and punting.
 

cLK cMK/sMK sHP jHK cLK sMK sHP jHP jHK sLP2 cMK cHP HDrill SDrill


cLK sMK sHP LVL3 Dash-Run otg cLK sHP jHK sMK sHP jHP jHK sLP2 sMP cHP HDrill
 
I've gotten the hang of the first combo, @gllt, and I'm practising to improve how quickly I can pull it off!
But I'm having trouble timing when to dash-run on the second one. Is there a specific point that I should start moving forwards? I presume it's just after they bounce off the "wall".
 
I've gotten the hang of the first combo, @gllt, and I'm practising to improve how quickly I can pull it off!
But I'm having trouble timing when to dash-run on the second one. Is there a specific point that I should start moving forwards? I presume it's just after they bounce off the "wall".

It took me a while to learn when to run after LVL 3 too, I sometimes still goof it, just gotta find the timing on your own! I can't quite explain it..
 
This is an attempt at a combo. My mum would be so proud.


I realise I slipped up by putting in LP cLP. I'm also having a liiiittle bit of trouble with that section anyway. Sometimes, they're too far away for me to get into cMK and sometimes I just goof it up entirely. Gotta keep working on it, though, and figuring out when to land the punches so people don't bounce away from me.

It took me a while to learn when to run after LVL 3 too, I sometimes still goof it, just gotta find the timing on your own! I can't quite explain it..
I think, for me, it's kinda just after they bounce off the wall. Definitely. It's a really thin line though, huh?
 
One good thing to practice combos is putting the enemy to block after the first hit. You'll notice better where you're dropping and you can try to improve it. You may also find moves that don't connect in any way and you need to find a replacement.
 
Block after first hit
Block all
Burst infinites on first hit
Tech forward
Pushblock no
Tech throw no
CPU off
Dummy crouching
Select Save/Load state
Health 100% (or Normal and save a state)
Meter 1, 3, or Max (or Normal and save a state)

thats basically what I go for in training options usually for non-specific cases, all off the top of my head

Also, jHK has a ton of hit stun, so you can delay normals after it quite a bit to help get them close to the ground, the two hits of sLP/cLP or sLK/cLK will help with getting them ready for a link into cMK, but you can just do sMK or sMP instead if you really need to
 
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One good thing to practice combos is putting the enemy to block after the first hit. You'll notice better where you're dropping and you can try to improve it. You may also find moves that don't connect in any way and you need to find a replacement.
Helping a lot with combos--helping to find timings, too, which is really what I need atm.
 
If you hold left or right in the moment after picking a stage, you will spawn in the respective corner. I usually pick training mode, hold left, walk my opponent to the chair/desk and hit select to save a state, and then practice my combo from there (for midscreens.) For corner combos, hold right on load, ta-dah! You're in the corner. Magic!
 
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If you hold left or right in the moment after picking a stage, you will spawn in the respective corner. I usually pick training mode, hold left, walk my opponent to the chair/desk and hit select to save a state, and then practice my combo from there (for midscreens.) For corner combos, hold right on load, ta-dah! You're in the corner. Magic!
I remember the first time I did it, it was an accident. I was so confused.
Now I know how to recreate it. B)

themoreyouknow.gif
 
Drill to victory
 
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Also, if you are playing team and you want the second or third character to be the first, hold :MP::MK: (for second) or :HP::HK: (for third) while loading the stage.
 
If you hold left or right in the moment after picking a stage, you will spawn in the respective corner. I usually pick training mode, hold left, walk my opponent to the chair/desk and hit select to save a state, and then practice my combo from there (for midscreens.) For corner combos, hold right on load, ta-dah! You're in the corner. Magic!

Also, if you are playing team and you want the second or third character to be the first, hold :MP::MK: (for second) or :HP::HK: (for third) while loading the stage.

kMNhY7f.jpg

By far the most vital information I have learned today

Anyway, I should add something useful if I'm gunna post to somebody else's thread. A few tidbits regarding Fukua's shadows ( and real Fukua players please add on or correct me ), the L shadow ( low ) is really useful against Big Band and Bella notably, since they both have armored moves that rush towards you. Even though shadows are technically projectiles, the low still breaks armor like a sweep. Also, M shadow I think it is? The launcher/fierce punch clone, not the overhead, is great at keeping Painwheel out since she can't fly over it, combined with fireballs it can be really tough for her.
 
Been fiddling around with Eliza in Beta for some reason, decided that I feel she and Fukua would make a decent-ish team if I took a shine to her. So far, I have this:


Fukua, I'm starting to feel confident enough in that I can develop and work on things in an experimental way. So! I need some help or just a guide to Eliza combos. What I know so far is kinda slapped together real quick. Not bad (?), but sloppy-ish.
 
A double post to simply say:


O~hohoho!
 
Here's an Eliza combo that works on everyone but Double IIRC

cLK cMK2 cHP2 jMP jHP adc (very slight delay, do it all as fast as possible first to see why, if you don't make the slight delay, no restand) jLK jMP jHP cLP2 cMK2 sHP2 LSpiral (this is a tight link you have to learn!) sLK cMK2 sHP2 HTwirl Slaughter

Here's one that works on everyone, Double included.

cLK cMK2 cHP2 Divekick IAD jMP jHP (gotta delay until this restands) cLP2 cMK2 sHP2 LTwirl sLK cMK2 sHP2 HTwirl Slaughter

I'll try and hook you up with some vids at some point.
 
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Here's an Eliza combo that works on everyone but Double IIRC

cLK cMK2 cHP2 jMP jHP adc (very slight delay, do it all as fast as possible first to see why, if you don't make the slight delay, no restand) jLK jMP jHP cLP2 cMK2 sHP2 LSpiral (this is a tight link you have to learn!) sLK cMK2 sHP2 HTwirl Slaughter

Here's one that works on everyone, Double included.

cLK cMK2 cHP2 Divekick IAD jMP jHP (gotta delay until this restands) cLP2 cMK2 sHP2 LTwirl sLK cMK2 sHP2 HTwirl Slaughter

I'll try and hook you up with some vids at some point.
Yeah, I think those videos are gonna be super helpful because the timing is something I'm struggling with a little bit. Once I get a visual idea of when to do it, I'm usually able to pick t up pretty quickly considering.
 
Processing, give it a few minutes. Left in some goofs at the end.


Her combos are pretty flexible, she has a lot of routes with and without: Divekick, Sekhmet, otg cHK, etc.

EDIT:

Here's some resets I go for.

After the jHP restand I like to go for high/crossup high/low/throw

jHP/IAD jLK jHP/cLK/Throw

After LTwirl I go for a reset sometimes, throw or high.

cHP2 > Throw
cHP2 jHP jHK (whiff) adc Throw
sMP cHK LTwirl or sMP cHK + Assist, this is a silly crossunder.
cHP2 IAD jLP > jHP adc jLK jHP/cLK/Throw, works on lights etc and mediums I think

Basic stuff!

cLK sMP sHK1 MSekhmet HSekhmet Return otg > combo, if you delay it right, you can NOT crossup. etc etc
 
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Not up to making perfect videos today, ahah. Here's some fancier stuff, I guess!

 
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Thanks Arch!

I'm pretty tired today, probably done with SG for the day, gonna kick back with some Runescape or something.. but feel free to add me if you like, I think I have space left and I'd be glad to lab with you sometime and try to help you cook up some stuff for your team, void.
 
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Ah, thanks a bunch dude!
I'll give these a real look tomorrow when it's not ... 2:40am.
 
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It is no longer 2:30am, yesterday. It is 1am today.
@gllt, I sent a friend request to you on Steam--not sure if it went through or not. Hmm.
 
Was at friends limit, had to remove someone again, ahah... added.