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Trying to get into fighting games, turned off because I can't combo. Help?

Blaze8798

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Fukua Ms. Fortune
I've played a little bit of fighting games and I'm trying to get into them. I've been trying my best to actually spend time getting better, but my attention span and patience limit me massively, I feel like to get good I have to practice for 2 hours a day at least and I don't have the patience for that, I get frustrated easily because I try to do the most simple combos and don't succeed until I've tried it a LOT of times, 20 usually, an example of this is that it was a GIANT feat and struggle for me to complete all of the in-game tutorial/training mode because I couldn't do the combos required for the final general training. I've played a little Tekken but am not that good at it and cant beat very high level cpu's and the closest thing to a fighting game I play on a somewhat regular basis is Super Smash Bros. for 3ds. My questions to all of you are: how can I make it fun and easier on myself so I can actually sit down and spend the time needed training to get good? How can I remember combos? (One of the reasons I can't combo is because I can't remember anything) How can I make my fingers move the way I want them to to make it easier on myself to combo? (not the best fine motor skills when I'm trying to input 2+ attacks a second) I started this game trying to main Miss Fortune because she's very similar in concept to Rosalina and Luma from Smash Bros.. At this point I'm not sure what to main just do to the fact that I haven't even gotten used to the game enough to determine what my playstyle is going to be like. Could I get a list for which characters play what playstyle?
 
Start out with picking a character and learning the basics of basics with combos then branch off. Miss
For example Miss Fortune's might look like:

cr.lk, cr.mp,s.mk, s.hk, qcf+hp x3, qcf+pp

If even this is difficult break it up again into something like this:
cr.lk, cr.mp
then try
cr.lk, cr.mp, s.mk
then keep adding going
cr.lk, cr.mp, s.mk, s.hk
and so on.

Then you can try something longer. If you need ideas you could look at something like this http://skullheart.com/index.php?threads/general-bnb-compendium.4072/, but in my experience of learning combos with miss fortune I would avoid fiber loops. So try a starter chain that goes into a launcher and back onto the ground.

Here is a simple example also choose someone heavier like Parasoul to do this on:
cr.lk, cr.mp,s.mk,cr.hp
j.mp, j.hp
IAD j.lk, j.hp
s.lp(2), cr.mp, s.mk, s.hk, qcf+hp x3, qcf+pp

If this is difficult break it up into parts, or practice inputting one line at a time.

As for losing patience I'm sorry to break it to you, but you will need to take your time learning combos as well as pacing you're inputs. I think most people don't memorize things having them crammed into themselves. Work on it numerous times then drop it for awhile and work on it again. If you get bored doing the same thing over and over, I suggest experimenting yourself. After a little while, you'll notice that these combos have a pattern to them and maybe you can do something simple yourself. I find it more fun to test things out myself.

Oh and there are plenty of resources here that might help. http://skullheart.com/index.php?threads/beginner-resources-thread.242/
 
I get frustrated easily because I try to do the most simple combos and don't succeed until I've tried it a LOT of times, 20 usually, an example of this is that it was a GIANT feat and struggle for me to complete all of the in-game tutorial/training mode because I couldn't do the combos required for the final general training.
This is understandable. Many people, if not most people new to fighting games/combos like these, have trouble with the tutorial combos. You will get better with time with them.
My questions to all of you are: how can I make it fun and easier on myself so I can actually sit down and spend the time needed training to get good?
My best suggestion is to find a character whose combos you enjoy doing. If you find learning Ms. Fortune's combos, you might want to look into other characters. While combos are actually a smaller part of learning a character (they aren't necessarily unimportant at all, there are just many other things that make a character), it can be difficult for a beginner to get into the character if they don't enjoy their combos, as that is generally the first thing you will spend your time learning.
How can I remember combos? (One of the reasons I can't combo is because I can't remember anything) How can I make my fingers move the way I want them to to make it easier on myself to combo? (not the best fine motor skills when I'm trying to input 2+ attacks a second)
All that I can really say here is something that you probably don't want to hear or will particularly help you; this will become much easier with practice. You don't need to necessarily sit in training mode and repeat the combos until you can do them perfectly, as you will have time to practice in matches.
I started this game trying to main Miss Fortune because she's very similar in concept to Rosalina and Luma from Smash Bros.. At this point I'm not sure what to main just do to the fact that I haven't even gotten used to the game enough to determine what my playstyle is going to be like. Could I get a list for which characters play what playstyle?
Rosalina and Ms. Fortune are both classified as "puppet" characters, characters who have a separate on-screen entity they can control on top of their normal attacks. I'm going to put my character overview section from a guide I made, here, which covers the mechanics in the game (if you have time, you can read this as well if you'd like to learn the terminology and mechanics)
First, there's a few basic types of characters.
Rushdowns are characters that revolve around putting your opponent into pressure and putting as little space as possible between you and them.
They usually have really good resets, or at least decent combo damage.
Grapplers are usually slow, but have devastating command grabs. In Skullgirls, grapplers are a lot more mobile and combo-centered than usual, but, in exchange, their grabs are less powerful.
Zoners are characters that want to keep as much space between you and your opponent as possible, and have a lot of projectiles to deal damage from afar.
Puppets are characters that have a separate entity you must control in addition to your basic character. These are usually very difficult to play because you need to be very aware of your field.
Mix-Up characters have really good neutral and pressure, revolving on making your opponent feel unsafe by hitting them high and low often.

While all of the characters might look generic from afar due to the fact that they all fall into these basic types, they're still extremely different with either a specific mechanic or interesting playstyle.


Filia is a very air-centered rushdown, with low combo damage and a large amount of resets. She's got an airdash which is used to make her air chains and resets very good. Due to requiring a lot of fast inputs, she's got difficult execution for beginners, especially surrounding her resets.

Cerebella is the main grappler of the game, out of the two. She's very mobile and combo-centered for a traditional grappler, and her command grabs are used mostly for neutral, offense, and resets. She's fairly beginner-friendly due to high damage for low skill.

Peacock is a very projectile-heavy zoner, with little to no options for offense. She is very straightforward, but requires a good understanding of her spacing tools.

Painwheel has flight, which is her mechanic. She's an interesting rushdown that is considered one of the two hardest characters, due to the execution required to do her flight cancel combos.

Ms. Fortune is the puppet character of Skullgirls, with two playstyles; with head, and headless.
Ms. Fortune, with her head on, is a straightforward rushdown. Without her head, you need to control her head as a separate entity for combos, offense, and neutral. She's, by extension, sometimes considered one of the hardest characters, considering how you need to learn to use her head to make things safe and to keep your opponent blocking.

Valentine is very well-rounded, and is a reset-heavy rushdown with some projectiles. She isn't easy or basic, but fairly straightforward playstyle-wise.

Parasoul can be played however you like. She has a good zoning game and neutral, but she can also be played offensively. She has good overheads, and is very mix-up heavy.

Squigly is the stance canceling character of Skullgirls. She's considered the hardest character in the game, as her execution is extremely difficult. She's also the mix-up character, being able to stance cancel blocked moves into her overhead or a low-hitting attack. She isn't quite a rushdown, and requires a decent grasp of spacing.

Double can be played however. She has a good amount of projectiles and zoning tools, so she can be played as a keepaway or offensively, depending on whichever playstyle you prefer.

Beowulf is also a grappler, but a bit different. Unlike having a lot of command grabs, he has his main grab, but many extensions off of it. He also has a dash that puts him in the air, so he has plenty of mix-ups and difficult neutral. He also has a chair mechanic, where, with and without the chair, you have different normals. While not being easy, he's fairly open for beginners.

Big Band is a very defensive character. He's extremely large and heavy, and is slow. He has a parry and a lot of armor on his moves, and he involves a lot of waiting for an opening to attack, although he can be played offensively and has quite a few options for that playstyle as well.

Fukua is extremely straightfoward. She's got projectiles to support her neutral, but is a rushdown overall, with a lot of sneaky resets. She's the most beginner-friendly in the entire cast, with easy execution, resets, and neutral.

Eliza is an extremely combo-heavy pressure character. She's a bit large and slow, but is definitely interesting.

Finally, Robo-Fortune is a zoner, more so than Parasoul and Fukua. She's the only character with a double jump cancel, which is used in combos and resets. She's also got a head mechanic, where she can summon heads she can utilize with specials.
 
Thank you for your quick replies. I know I'll just have to suck it up and practice if I want to get any good, but the tips of finding a character that "clicks" and staggering my practice help in getting my motivation up. I would like to thank Meow-Professor especially due to how in-depth you've covered all of my questions and for making the list of character playstyles. I might just try Fukua due to having tried her in the tutorial and a little bit in training and I seem to be more comfortable with how her moves connect together, I still stand my my love of puppet characters and will try to learn Miss Fortune in the future, but for now starting with a simplistic character seems to be the better idea. I also have some last questions, I only have a wired xbox 360 controller and a keyboard, which should I use? what are the ups and downs of each?
 
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I suggest keyboard because it is much harder to do inputs on D-pad or the stick than arrow keys or whatever you choose on keyboard. It is much easier to do precise inputs on keyboard.
 
I also have some last questions, I only have a wired xbox 360 controller and a keyboard, which should I use? what are the ups and downs of each?
No problem.
As I've mentioned a few times, the way I rank the main input devices would be Fightstick > Keyboard > Ps3 Controller > Xbox Controller. I've had experience with each and I really dislike the Xbox controller.
Here's the pros and cons for each:

Keyboard
Pros:
It shares one of my favorite thing about fightsticks, which is that you have plenty of fingers for the buttons, which allows you to do press specific buttons faster as you don't need to move your fingers much. It is also very customizable, which is a plus.
Cons:
Lots of keyboards have ghosting issues, which can be a big problem, especially for fighting games. You also can't use keyboards in most tournaments as most are usually run on console. If you don't plan to go to tournaments this isn't a problem, but it is still something to bring up.
One of my biggest problems with keyboard is that it can be difficult to get the diagonal inputs for things like quater circles, and other things. This is very annoying.
Xbox Controller
Pros:
Really dislike this thing, can't think of any honestly
Maybe it is comfortable to hold? My hands are kind of small so not for me personally, but I've seen lots of people say it is comfortable for extended use, which is actually a big plus.

Cons:
The D-pad and the analog both feel really bad for me personally. The Xbox controller's D-pad is really bad all around and just feels horrible, while the analog isn't really fit for fighting games imo. The buttons are also kind of spherical, in that they are rounded on the top, which hurts my fingers after a while pressing them down.
My problem with all of the controller options is that you don't have many fingers assigned to multiple buttons, so you have to move your thumb quite a bit to move between the buttons.
Of course, every input device is viable so use whatever you find most comfortable. I really dislike the Xbox Controller so I can't really give the most well-rounded opinion on it, however,
 
Keep in mind that combos aren't something you actively remember, they're something that you keep repeating over and over again until your hands do them automatically without you having to think about it. Progress with this is hard to see, but you need to be aware that you're still making progress every time to practice the combos, your brain makes those connections for you.

Half an hour is a good time to practice I find, afterwards take a break and do it again. It's kind of like watching grass grow, but step by step it still does grow. I'm currently trying to get into SFV and I do exactly this and it works.

Also, once you get the hang of one fighting game, you have a pretty good basis for every other fighting game, so it's not something you'll have to repeat too much for future games.
 
I feel like to get good I have to practice for 2 hours a day at least and I don't have the patience for that
Then fighting games might not be for you.
You should be ready to lose 1000 games before winning once.
It depends on what skill level you'd like to play at.
If you want to be better than the rest and win over 50% of your games, you have to practice harder than 50% of the people who play the game online or at tournaments.

If getting good to you is just being able to do a combo, then it will take a lot less time than two hours a day.
It's just like learning any other skill.
Once you get it down it becomes a lot easier to learn new variations.

I've tried [combos] a LOT of times, 20 usually
20 times?
Learning my first Painwheel combo down to a decent success rate in training room took me 60 minutes. :P

Again, you gotta be ready and willing to put in a lot of effort, but once you do it, you don't need to do it again.
How can I remember combos? (One of the reasons I can't combo is because I can't remember anything)
It's been said, but break them into steps.
Take: cLK cMK sHK jLP jMK[2] jHK x M Barrel cLK sMK sMK cHP x Hornet Bomber H xx Bandwagon Rushdown.

Turn it into:
cLK cMK sHK.
Once you can do this, add jLP jMK[2].
Then add the jHK x M Barrel.

Then practice cLK cMK sHK jLP jMK[2] jHK x M Barrel for awhile until it's in your head.
Then add the final ground string, cLK sMK sMK cHP x Hornet Bomber H.

Say by the time you get to the final ground string you've forgotten it? No sweat.
Just practice that final ground string alone by itself.

cLK sMK sMK cHP x Hornet Bomber H.
Over and over.
Now add it to the first part that you studied.

cLK cMK sHK
jLP jMK[2] jHK x M Barrel
cLK sMK sMK cHP x Hornet Bomber H

Full combo!
Skullgirls is my first fighting game, everyone has problems with combos at first.
You also don't have to be forced to like them.
I didn't like learning my first combos at first and wished they were shorter, that's fine.
Once I've learned that skill of putting them together and discovering new combos, it's fun and interesting to me.

Also for training your fingers, it's also just practice.
 
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Just an update, I started playing Skullgirls again and picked up Fukua. I had looked up a "basic" combo of 14 attacks, and practiced it for 2 hours straight (I didnt even think 30 minutes had passed!) And now I can fairly reliably do it. I would like to thank you guys for giving me the motivation to start playing and practicing again that I needed. Fukua just seems to "click" with me more than the rest of the cast in terms of all of her normals and normal combos.
 
Bit late to the party but turning the sound effects down and playing a podcast or something in the background while you practice can be a good way to keep entertained while practicing.
 
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