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Request: Drills and Combo Confirms

StoneMarten6224

Grinding till I git gud.
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stonemarten6224
Squigly Ms. Fortune Painwheel
I'm new. Really new. Skull girls is my first fighting game (other than Smash Bros)

I'm looking for practice drills. A sort of checklist of things to practice, a compiled tutorial of sorts. I need something to familiarize my self with the controls, like short pseudo-combos that involve all or most of the simple kicks, punches, and quarter specials; to use for practice. If you have a good resource for this for any or all characters that would be nice.

Also, while going through the tutorials I noticed that a lot of the "cancel out of an attack" inputs for combos were "finicky" it wouldn't accept it as a combo until I did it fast enough. If I were to practice combos in training mode is there any way to confirm if I got the cancels off?

One last question. Slow mode?
Is it worth it to put game speed on 50% in practice mode? Does this help with learning combos and inputs, or does it just ruin your timing later when you go back to full speed?
 
I used to just repeat the input I've having issues with over and over using a fast repeatable move or special. (QCF/QCB with Filia's Ringlet Psych and DP/RDP with Valentine's Counter)

As for making sure your moves did combo, set the training dummy to block all and after first hit. Also, watch the hit counter.

Practicing stuff in slow mode is not usually very useful.
 
In my experience, slowing stuff down can be handy. Skullgirls was my first fighting game too, and I felt like the inputs were flying past me as I pushed my way through the tutorials. Putting things at 50% helped me get the inputs under my fingers, and I gradually increased the speed until I was back at 100%. That's how I practice music, so I guess it worked out for me.

By the way, the save/load state function is definitely worth using. It lets you break big combos into manageable chunks, tackling each piece at a time.