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Tips for successful air loops?

PJBottoms

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Cerebella Peacock
So I've been trying to learn air loops in this game and am having some difficulty. I've been playing fighters quite a while but air loops just never quite "clicked" with me in any game.

Take Valentine's for example....

c.LK, c.MK, c.HP, j.HP, AD, j.MP, J.HP ------ now here's where I have the issue. I land and when I try to jump again to do the next j.HP I just can't seem to get the timing at all. It seems my character never jumps back up in time, or by the time I get in the air to perform the next hit the opponent is already in a blocking state. I've looked on youtube and the net in forums but it seems there's tons of combo vids/threads with notations but nothing really explaining the "how" part.

So I guess my questions are:
1) How and when exactly do I "rejump." Do I hold up before I hit the ground? Do I need to tap up as soon as I hit the ground?
2) What character has the easiest air loop to learn and practice with.

Any tips/advice on this would be greatly appreciated. Also on a fightstick if it matters at all for the purpose of explanation :D

Thanks in advance!
 
A lot of advice would be just to stay in the training room for 3 hours just attempting the air combo on dummies X_X

But yeah, I've been having that problem too. In fact, I've quit trying to do air combos ever since I tried my first since all my air attacks lead me into the ground.
 
I would be able to loop the same thing over and over again until the undizzy limit was reached. This is no fun to watch. So, IPS comes in and makes it so that I can really only do two or three loops before I have to move on to another combo path.
 
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Yeah I understand how the IPS works and repeated loops. I'm asking if there's any helpful advice on the actual execution aspect of the mechanic. Seems to me it's one of those things that you just have to practice and keep trying until it suddenly "clicks" I suppose. Erreip's comment helped a bit though. Thanks :)
 
The kind of air loop you're describing for Val (ending with j.HP) generally needs a dash jump. You land, dash forward and forward jump all at once - the dash momentum is carried in the jump forward and you jump further and can reach the opponent in the air to continue the combo. I'm horrible at dash jumps because they're quick, but for Val you'll want to know them. For Val things check out OmniSScythe's stuff - http://www.youtube.com/channel/UCpEDhKUaukaN8QU9oVnYldg - for other characters... I do not know. Generally just hold forward up so you can jump immediately as you land.
 
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The just "hold up" mentioned here a few times now has helped immensely. Didn't realize you could do that to be honest... was actually trying to time the "rejump" and it was screwing me hard. :D

Now I just have to remember to hit different buttons so IPS doesn't kick in (which is my issue now but just gotta build the muscle memory in time for that)

Thanks guys. Nice to see actually helpful responses here as opposed to the typical "lol scrub" you seem to get other places asking these things
 
Also for later loops, you'll have to pay attention to where the character is during their fall phase. In the corner, you can mash together links to get them to restand usually but for midscreens and carries, I find that I really do have to pay attention in certain loops or else I will not complete the restand. Weight of course has its own play in it, so make sure you practice with the three different weights (I tend to use Val/Filia/Double).
 
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@PJBottoms

The easiest air loops to do in the game are almost definitely doubles barrel loops. The problem is that those loops can actually be very hard to "learn" but once learnt, they are very hard to drop cause the timing is so automatic.

As far as regular air combos are concerned, yeah i have the same problems as you, its hard for me to do them. My solution has always been to just grind the shit out of them... Eventually they stick.


With skullgirls there is also a trick which is that some of the harder air loops you have to do one or more of these...

Launcher, then:

1. Delay your jump, but do your attack as fast as possible.

2. Delay your jump and delay your attack.

3. Do your jump as fast as possible and do your attack as fast as possible (this is regular timing)

4. Jump as fast as possible, but delay your attack.

Filias standard air chain is number 1.

Doubles barrel loops are number 3.


Certain harder optimal air chains are 4 and 2.
 
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Yes, I've noticed watching tourney streams and such it's somewhat noticeable on someone like Val's loops that the timing of each loop itself seems to be slightly different due to the IPS and having to mix up the moves used.

Thanks again guys. Any advice is greatly appreciated.
 
Try val's corner loop, its extremely easy. The mid-screen combo is a lot harder, it takes practice to get the dash-jump timing.
 
Peacock being my 2nd fav is teaching me a lot about dash timing and delaying/instant attacks, specially with her air combo and her delay in her air-dash. Been trying to do this one for a day or two now and I'm at about 1 in 20 I'd say for the dash > j.lp as well as getting the 2nd j.mp to connect on landing so far :D