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In which I seek to learn the ways of the games of fighting

Shadowfury333

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Shadowfury333
Fukua
I've been doing some videos over the months since Evo irregularly where I've been learning from various high-level players, and I just made another one showing how I'm doing now in quickmatch, having incorporated the lessons I learned recorded in the previous videos. It seems like a good point to make a training diary for this, since the videos seem to be a semi-regular thing.


The previous videos are on this playlist.

Looking at the footage, the things I see that I need to work on:
  • Practicing confirms a lot. Moreso in my games with the better players I could only get one shot in, and I didn't make it count.
  • Continuing to work on being comfortable blocking long enough for the opponent to do something unsafe, rather than flinging out random attacks when pressured.

The other biggest thing is learning how to deal with Peacock and Painwheel (and to a lesser extent, Parasoul). If someone who plays those characters wants to help out, I'd really appreciate it. I might even make another "Learning With" video with you, if you'd like.
 
I can help with parasoul definently. Sadly my Parasoul guide with the how to fight Parasoul was removed so that's a thing you should if you want help from me. Here's a list of people to watch.

Parasoul:
Severin
Keninblack
LethalMind
Uzu
Sometims me.

Painwheel:
Elda Taluda
Sometimes Ken.

Peacock:
SwiftFox-dash
McPeanuts
LethalMind
Sometimes dekillsage.
 
Sorry I didn't reply sooner, but that's good to know. I'll try to ping you and the people you mentioned on IRC if I see them.
 
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I finally found some time to do another one:


My biggest issue here seems to just be rustiness, along with continued unfamiliarity with dealing with Painwheel. Parasoul and Peacock (not shown) matchups are a bit better now, but Painwheel remains true to her name.

I got some tips in chat from @Skarmand, mainly to make sure I DHC into fireball super whenever possible when needing to get Fortune out of there. Sadly I didn't see them until afterwards.
 
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I might be able to make this a weekly thing:


This was a terrible session. My execution was off, my thinking was off, my confirms were off. I just couldn't seem to get anything consistent today. I did discover that c.HK seems to connect to H Fiber, but I don't know yet if that is a true combo nor whether it works midscreen.

I also got a couple of tips for dealing with Painwheel. Apparently "block high, react low" is the first step.
 
So much for this being weekly. Anyway, here's the latest one:


Mostly against @fenster. I managed to hold my own decently well considering how strong @fenster is, so I'm not too unhappy about that. Most issues seemed to be my own fumbling with the stick, though apparently I mashed too much.
 
I'm learning to block, YAY!


Most of the matches were still kinda meh, I kept dropping combos, and I'm probably at the point where learning resets is the next step. The last fight (37:07) was the best fight, though.
 
This time, I got @Highlake to lobby with me for most of the runtime. Also got a nice ft2 with @Reznick randomly during quickmatching. (assuming their names on SH exist and match Steam)

 
I did a stream with Dreamepitaph, but I got too salty to put it on YouTube, so I'll just put some notes I got here:

c.LK or c.LP to approach Parasoul
Neutral jump at midrange is a good idea vs. Parasoul
Learn Headless
Try to learn patience
Learn Fortune's Double-snap combo (c.LK, c.HP, j.HK, repeat; apparently)
 
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No stream related to this, but I'm starting to realize how little I use light specials in anything. I have it in my head that I need to deal the most damage, thus I keep only using H Rekka, even though L Rekka is much safer (as is raw LP and LK). Related to that is my tendency to only use moves that are part of my BnB (like H Rekka) and a tendency to try to run through my BnB even after getting blocked, pushblocked, or even reset to neutral.
 
I've been getting back into Skullgirls after a long hiatus, with a new video to show my progress:

I was hoping I wouldn't get as salty, since I've been doing better at staying positive in my order first person videos, but it seems worth putting up anyway.
 
Hey, thanks for posting. I enjoy watching matches from a variety of people on SH.
The solo road can be tough; any second character you like?

Watch out for raw HK, if it whiffs or gets blocked it can get punished hard. Same with continuing from L attacks to a blocked HP.
Take your time to combo in snapbacks (unless you're sure it'll hit) instead of whiffing a raw one.

Nice BFF on Peacock in that last (close) match. Nice to end on a positive note.
It'll take a while to keep improving to higher levels most likely, so stay positive & maybe find some people you enjoy playing sets with.
Take care!
 
Hey, thanks for posting. I enjoy watching matches from a variety of people on SH.
The solo road can be tough; any second character you like?
I used to play Fortune/Fukua (Fortune point), but I found Fortune's momentum-focused gameplay seemed to bite me in the butt as often as it won me games. I don't really know that any other second character would be up my alley, since I find the overall lack of air mobility and ranged space control options weird. I did play Fortune/Filia before Fukua came along, but I preferred Fukua's flexibility to Filia's air mobility.

I really like Jack-of-all-trades rushdowns, long walks at the beach, and romantic dinners where my opponent can't do much due to lockdown pressure.


Watch out for raw HK, if it whiffs or gets blocked it can get punished hard. Same with continuing from L attacks to a blocked HP.
Take your time to combo in snapbacks (unless you're sure it'll hit) instead of whiffing a raw one.
I've been trying to get in the habit of HK > L Love Dart, since I'm pretty sure that's safe on block. Not safe on whiff, but on whiff it's still a bouncing ball of pain near me.

Nice BFF on Peacock in that last (close) match. Nice to end on a positive note.
Thanks

It'll take a while to keep improving to higher levels most likely, so stay positive & maybe find some people you enjoy playing sets with.
Take care!
I was playing some sets with @Swiftfox-Dash the other day (rather nice of him, thank you for that TJ), which was the main reason I decided to go solo Fukua instead of Fortune/Fukua. I guess I should hit up the IRC more often asking for sets.
 
Another video, probably the last one I'll do, since I still can't seem to get over my own frustrations and insecurities. Maybe I should have the stream chat pick emotions for me.


It's just me vs @Kyugetsuki, and while I finally have my Fukua BnB, I'm still not great at timing the hits after landing. This did not go well for me.
 
Okay here's whats going on and some things you should note down. I haven't watched all of the video, but just more than the 10 minute mark. Yes double is a slower character, but being slower doesn't mean my buttons will always lose to faster buttons. I'm usually in the air first starting up my j.hp. Also J.hp places a giant hitbox in front of double which stops a lot of opponents trying to get to my hurtboxes. In this matchup between Double and Fukua, I think its usually Double that is required to go in because she loses in the fireball game. Double loses because Fukua can just stay half to full screen away and just fireball in the air while Double's fireball will never reach Fukua.

I ended up punishing you a lot during our first few matches because of unsafe normals s.hp, cr.hp, cr.hk that weren't special canceled to something safer. I was also quite aggressive doing a lot of jumpin j.hp that hit you during your shadows or fireballs. Try fireballing in the air more often its a lot safer, you won't get jumped on and you're less likely to mess up the inputs.

Cr.lk has like 8 frame start up and lasts about 20~ frames. It's fast I guess, but its just that shadow super is very slow.

Easy way to pressure with Fukua is j.hk, j.hp loops.

I actually dropped my defense just before the shadow super sometimes because I accidentally forget to defend or press forward.

That game near the end where you questioned the undizzy. It didn't fully go away that's why it triggered. And the other one was because you did the combo after the shadow super.

Also please just block the reset where I launch and delay gun. I'm cheering you on secretly :) well not a secret anymore I guess.

Fukua's BnB is very fast. Keep practicing it :)

Also I'd like to be referred to as "he" instead of "they". Although I do play double, I'm quite sure there is only one consciousness in my body. Thanks dude. My singleness appreciates it.
 
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What is fukua's current BnB? I was doing :
C.LK S.MK S.HP J.HK S.MK S.HP

J.HP J.HK C.LK S.HP J.MK J.HK

S.LP(X2) C.MK(3 hits) C.HP HDrill xx SDrill
from twerk's guide.Is this still her go to combo?
 
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What is fukua's current BnB? I was doing :
C.LK S.MK S.HP J.HK S.MK S.HP

J.HP J.HK C.LK S.HP J.MK J.HK

S.LP(X2) C.MK(3 hits) C.HP HDrill xx SDrill
from twerk's guide.Is this still her go fo combo?
That is the beginner bnb. She has better ones that offer more reset points, damage, and burst bait points.
 
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That is the beginner bnb. She has better ones that offer more reset points, damage, and burst bait points.
Is there a video or a guide where can I find her current BnB's and stuff?
 
@Shadowfury333 there is quite a bit you need to work on if you are going to play solo Fukua. I'm going to list off a few quick things I saw that you should not do:
1. Don't just raw BFF in neutral (You can use it as a frame trap though I find that this is really powerful against people that like to try to reversal at the end of a block string. But you need to figure out who it will hit and when it is a good idea to use it.)
2. Don't throw out s.hk that move sucks it's really unsafe and it has a lot of block stun making any type of late kara cancel useless. (I do suggest you learn how to kara shadow though with s.hk because it not only pushes you back but it can avoid lows and punish it with a low shadow)
3. Try to end your combo on the ground
4. Don't just throw out buttons
5. Stop mashing light punch
6. If you want to do a wake up setup (the one you refer to as milia setup) you want to use an air throw into Tiger Knee L air love dart into a vortex setup
7. Don't get angry or you won't play well (I get angry when I play as well but if you want to play at your best you need to calm down and observe what the opponent is doing. I like to look for tendencies such as always blocking low, always throws after a s.lp, etc.)

I'm not the best at Fukua but I can try to help you out if you want me to.
 
Is there a video or a guide where can I find her current BnB's and stuff?
Most people just use shadow combos like this one
 
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this is from the bnb compendium, the first 2 strings are the standard fukua vortex off of M clone, or you can just finish the combo for damage (it's about 7.2k)

c.lk, c.mp, c.hp xx H Forever a Clone,
otg c.mp, c.hp xx M Forever a Clone,
jump, j.hk,
s.mk, s.hp,
j.mk, j.hp, j.hk,
s.lkx2, c.mk, c.hp xx H Platonic Drillationship xx The Drill of My Dreams.
 
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Thanks @joshb911.

However, for #6, I've found that TK L Dart comes out as they are waking up, giving me too little time to do H/L shadow for the vortex. It only seems to work if I cancel the air throw recovery into L dart.
 
Whooo, I finally got over my salt enough to make a workable video for YouTube again. I guess commentating my Dark Souls 3 play is helping me keep a slightly cooler head.


Anyway, sorry @joshb911, I forgot all about being shown the shadow combos during the session, but I've got them in another tab to get on practicing, since I'm guessing that they don't have the timing and spacing sensitivities that my current BnB has. I still managed to win many games, but I also threw away at least 3 because of either the spacing/timing issues in my BnB, or because that BnB doesn't work super well with safe neutral approaches.
 
When using shadows for neutral you don't really ever want to to just throw them out. When I use them in neutral I almost always Kara them to either get away or pressure.

 
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Dammit. I don't know what's wrong with my brain, but for some reason doing DeKillSage's Shadow reset loop is a lot harder than it should be. In particular switching from crouching to standing to crouching really messes me up (c.LK, s.MK, c.HP). I either don't hit the c.HP, or I do c.MK, or I do a fireball (I have no idea, though I notice on the input display that I often go from crouching to HCB when I do a QCB).

Nothing like Skullgirls to make me feel defective.
 
Last practice stream before NWM:

I've been working to incorporate kara-cancelled shadows and DeKillSage's Shadow combos into my play, but it's going to be a bit more work to fully integrate them.
 
You poke with cMP or cHP way too much, you need to poke with cLK cLK because it's safer and + and easy to hitconfirm.
cMP and cHP are very slow and will get poked out and don't have very good frame data.
If cLK cLK is blocked you need to go into a different string to keep pressure.

When you jump at them, you don't always attack?
If you have a good angle you should go for JHK.

You're throwing out a lot of buttons when the opponent isn't close to you.
If you look at 2:45, that whole 'exchange' up until 2:56 is you hitting buttons being far away.
Are these missed inputs on fireball and shadow?

If you do cHP or some other thing and you want to cancel it into a special to make it safe, don't do fireball.
Fireball is -7. (Punishable)
L Drill is -3. (Safe)
If you do decide to do Fireball, make it L Fireball.
M and H sometimes whiff on crouchers which I see you doing in their face now and then.
Sometimes you cancel cLK cLK (Hits!) into Fireball too which ends all chance of getting a combo.

There's a few quick points of advice from the first few matches I noticed.
 
Thanks @Skarmand, especially for the poke/confirm advice. Though, as I mentioned in the video, a lot of those fireballs are accidental. For some reason when I want to do QCB I end up doing HCB, and the forward part of that gets interpreted as QCF.

I don't always attack on jump because I've been punished a lot for doing that in the past, so I'm not confident I can get away with it. We should talk about this more in Seattle next week.
 
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Well, after NWM I learned a few important things.

1. Judge matches on many metrics, not just win/loss or damage dealt, but instead on things like "touches", "proper conversions", "adapting", "forcing the opponent to adapt", etc. It makes playing a lot less stressful.

2. Try to find things to do when making a mistake. These are things that are done automatically in places where mistakes are likely that I'd train in, so that if everything goes well nothing unusual happens, and if a mistake happens then my contingency becomes a frame trap.

2a. If a mistake happens that wasn't something trained for, just do something. It will often work as a frame trap anyway, and if it is safe then it doesn't matter whether it hits.

3. Commit to the gameplan, and don't dwell on past events. Adapt based on them, but don't dwell on them. (If anyone has taken any classes or has experience in improv theatre, these lessons should be immediately familiar. I need to transfer my mindsets between activities more).
 
Well, let's see how well I put the lessons from NWM into practice:


Given that I haven't had a huge amount of time to actually get to this, I'm pretty happy about my performance. I'm also just happy in general, which is weird.
 
Now to see how well Combo Breaker's Lessons sunk in:
I feel like I'm doing considerably better, especially at keeping myself from becoming a frustrated mess. I still need to practice my BnB, and now I have a couple real confirm situations to practice my BnB in as well.
 
Okay, after the latest Skullbats, I'm finding there's some characters I don't know how to deal with. I kinda with SB wasn't down right now since no one can read this, but if it ever works again, I need a lot of help fighting Robo-Fortune, Beowulf, and Eliza.
 
So, I need a very specific set of answers here:

1. What moves (for Fukua) chain into Snapback?
2. What is the best move for Fukua's crossunder reset? (in terms of autocorrection, I can't remember if it is s.LP or c.LP)
3. What is Fukua's double-snap combo?

I have a video, but I raged a lot because the temperature in my apartment is too high to be comfortable, even with the AC on (thus it not being on YouTube).
 
So, I need a very specific set of answers here:
1. What moves (for Fukua) chain into Snapback?

sLP, sMP, sHP(OTG), cLP, cMP(OTG), cHP, sLK, sMK, sHK(Corner), cLK, cMK, cHK(OTG)
jHK, jHP, jMK.


2. What is the best move for Fukua's crossunder reset? (in terms of autocorrection, I can't remember if it is s.LP or c.LP)
sLP, it hits higher up which means it can hit them sooner and give them less time to a hit a button.
jLP is also really good too.
If you super jump, it always auto corrects.

Sage uses jLP for same side and sLP for cross under I believe.

3. What is Fukua's double-snap combo?
Try:
Snap, cLK(OTG) sHP, Jump [Drop]
jHK jHP jHK jHP sHP, Jump [Drop] x N
 
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So, why would I get fireball if I chain s.MP into snap? Is it because I'm dashing and don't realize it?
 
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So, why would I get fireball if I chain s.MP into snap? Is it because I'm dashing and don't realize it?
You're doing QCF P instead of QCF P+K.

1. What moves (for Fukua) chain into Snapback?
I answered this wrong because I thought you meant combo.

Correct answer:

sLK sMK sHK
cLK cMK cHK
sLP sMP sHP
cLP cMP cHP
 
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