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Not Flying Off the Handle With First Mistake in Training

Lavama

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Big Band Fukua
This is an issue that spans outside of Skullgirls AND fighting games into when I practice rudiments and scales, and is what I assume is the biggest thing keeping me from getting any sort of offline practice done in fighting games.

Now, let's say I'm working on Fortune, and working on getting a combo I use of hers into it. It runs a bit like this: Throw into Furzerker Barrage, c.lp c.lp c.hp a.mp a.mp a.hp Furzerker Barrage, then S. HK after the second super. I can normally get to the first super, but, then it seems random that I can hit the opponent with the c.lp on any character. Sometimes it goes in, sometimes it just doesn't work. And each time I try it, it doesn't work all the time, and my salt levels go past the Umbrella and Minette Fans during the DLC votes.

What are some ways to get over this rage-inducing training?
 
I'm not really sure what are complaining about, but for the example you gave I can give you an explanation:

After a hard knockdown in this game you can see the character bounce with either a blue or a purple effect. A blue bounce means the combo can be escaped by pressing a button, and a purple bounce means you can hit the opponent off the ground(otg). You can only use one otg per combo.

After her throw you have to cancel into super as soon as as possible, otherwise you'll use the otg to land it. Since you only have 1 otg per combo, you won't be able to connect the c.lp if you take too long to cancel it.
Watch for the color of the bounce when the caracter falls after the throw and the super and try to adjust as the game goes.
 
I'm not really sure what are complaining about, but for the example you gave I can give you an explanation:

After a hard knockdown in this game you can see the character bounce with either a blue or a purple effect. A blue bounce means the combo can be escaped by pressing a button, and a purple bounce means you can hit the opponent off the ground(otg). You can only use one otg per combo.

After her throw you have to cancel into super as soon as as possible, otherwise you'll use the otg to land it. Since you only have 1 otg per combo, you won't be able to connect the c.lp if you take too long to cancel it.
Watch for the color of the bounce when the caracter falls after the throw and the super and try to adjust as the game goes.

I don't play Ms. Fortune yet but I tried the combo and it seems like CaioLugon is right. The problem is that you begin the combo with a throw and then you hit the enemy with Cat Scratch Fever (or Furzerker Barrage whatever it's called lol). In the middle of the super the enemy touches the ground and it uses up your OTG. This will explain why if you do you combo without the throw, the c.LP will connect. Not sure if it's possible to keep the enemy from hitting the ground between the throw and super, but if it is actually possible the timing is pretty hard!

EDIT: Tried it again with ground teching turned off and it works consistently, but most ground opponents tech so I wouldn't recommend this combo.
 
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The timing of throw into lp cat scratch or cat scratch fever after throw is -very- tight. I think if it's possible at all depends on the weight and hitboxes of the character.

I'm rather new to the game, so my execution is terrible, but I get it roughly one out of three against Filia, while I don't think I've -ever- done lp scratch against Cerebella or Double without them bouncing first. I remember doing cat scratch fever against Double, though.
 
So, then with that being said, any way to avoid the threat of breaking my controller when I mess combos up in practice?
 
So, then with that being said, any way to avoid the threat of breaking my controller when I mess combos up in practice?
Realize practice mood is designed partly to help you get over those messed up combos there rather than flailing your controller into the opponent/TV when you become enraged in a match?
 
Stop take a five minute ragecation to the nearest refrigerator or sink and procure a cup or two of water. This action helps distract you from the anger and by proxy will clear your mind.

I get this when doing any practice be it skullgirls, 3d movement (gears / armored core), essentially anything that doesn't come naturally. If the combo is legit and you've done it before, as long as its somewhat optimized and useful just keep practicing it while mixing in stuff you can already do semi blindfolded for stress relief.