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Vallytine cannot into Combos

Vallytine

The one who plays for the tits and fanservice
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۵Vallytine۵
Ms. Fortune Filia Valentine
(Kudos if you understood the meme)
Skullgirls is the first fighting game I've ever played, and quite frankly, probably the only. For some odd reason (Titties!) it's the only one I found remotely interesting. I've never been a fan of game genres and games from a previous era, with an irrational hate to them, due to
being raised a catholic by my super snobby rich parents, and not being allowed to have friends outside of the posh circle, which meant no friends playing video games, nor was I allowed to play any myself until my Father had enough of that shit and we both moved elsewhere and I could play video games without having them confiscated and having an actual system to play them on, which for me was an old PC. This was around 2008 age 13, and I went to an extremely remote part of Scotland, where I was confronted with the same issue of having no friends with similar interests.
.
Aaanyways, my half-boyfriend (It's a long story..) who really got me interested in this game completely annihilates me, except I nearly won the first time, but I've been getting worse since when vs'ing him. I can beat the bots in Arcade and Story on Easy with select characters, but I still really struggle fighting the Skullgirl on easy with my two main characters. I guess this forum section is for threads about the OP gitting gud?

So at this moment in time, I can do: Mixed up normal attacks, 90-Degree blockbusters and attacks, but I can't do: Z-shape Moves, and I have no idea how to use combos. Or Team assists. I keep reading the tutorial but I forget anyway. D:
And I'm too scared to use Multiplayer Versus with non-friends, such a pussy. I've got no set pattern, I just spam attack buttons and use a HP or HK to end a launched attack and use Blockbusters at an opening.
 
but I can't do: Z-shape Moves
Most people do Forward then a Quarter-circle forward, but I personally recommend doing a 6323 motion, it's really up to preference.
As for combos start with a simple L-M-H then expand from that. You could always go to the combo threads take a combo and edit out the parts you have trouble with~
 
Yes. Yes. Vallygirl Vallytine.
Anyways, 6323 (F then cancel to QCB > QCF) is the Move Z to make you Input Z.
Best to train yourself with a few basic combos and then chain it into more devastating ones by adding a move over time. L > M > H can chain properly and is safe to use, but don't resort to that combo once you're on the offensive.

Basic Vallygirl Combo (3.2k Damage?) :
s.LP > s.MP > s.MK > c.HP cancel to j.LK > j.MP > j.HP ADC j.MP > j.HP > s.LP x2 > c.LK > c.MK > c.HP cancel to j.LP > j.LK > j.MP > j.MK end with either QCF PP or QCF KK If you have a meter.

I know it doesn't do enough damage, but hey, at least you can pull off a good amount of damage, which is around 1/5 of your enemy's health. Efficient combos can be unraveled later, but this time I'd rather give you a combo that doesn't add up to your burden and only requires a little bit of basic understanding of many moves that can prove useful in the middle of combat.

Anyways, the beginners thread is useful if you want to find people that just started playing the game, as it lets you have more mates to play with in the future, and also git gud at the same time. (I Forgot the thread name. Fumako might've remembered it, but don't quote me on that.)
 
Yeah, doing Fwd, 1/4 Circle worked like a charm, I no longer have to quickly spam down and forward until I get something.
Another issue I have with combos is due to my tiny attention span, my brain gets overloaded having to do a load of specific moves in rapid succession, and I just end up spamming random keys for damage.
Another issue: Can never pull off Cerebella's Ultimate Showstopper (:LP::LK::360:) I try to do a 360 motion, but it just won't pick up in time. I also use a keyboard if I failed to mention earlier. I tried with my PS2 Controller, but I had worse luck than before.
 
I generally just yank my fightstick's stick on its borders and tracing the showstoppers direction in no less than 30 frames (Which is half a second, btw.) Then did a followup of LP and LK AFTER The 360 input works.

not sure if it's possible on keyboard tho.
 
As a fellow keyboard player (currently, got a custom controller in the works!), might I suggest changing what you have set for the movement buttons? I'm assuming you're using the standard wasd, but you might want to consider changing to a Hitbox style. I've arranged mine so that asd = left down right, and then I set my space bar for up/jump. It was really disorienting at first, but once I got accustomed to it (which only took a couple play sessions with some time spent in training just jumping around) I could never go back. I can also confirm that 360 motions are 100% doable with this set up. As Hidgerknight mentioned though, make sure you do the motion first and then hit throw. You can also practice doing 360 motions by themselves (as Cerebella). You'll know you're doing the 360 fast enough/correctly if she shuffles around but doesn't jump.

Edit: Also, I've found that you don't have to do a complete 360. If you input
:B::DB::D::DF::F::UF::U: (so no up-back) it'll still come out. So with my set up, I'd start with the a key, then quickly roll from a->as->s->sd->d->dspace->space. The motion is kinda like drumming your fingers on the table, if that makes sense. You don't have to switch the motion for different sides either, you can always start from the a key.

Edit 2: Forgot to mention! If you're keyboard is not so good (like mine =[), it might eat some of your inputs. If you have a decent/good gaming keyboard it shouldn't be an issue, but I know with mine if I start pushing 3 or more buttons at a time/in quick succession my keyboard will sometimes not register that a key was pressed, screwing up whatever I'm trying to do T_T
 
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Traditionally 360 inputs aren't really 360s, but 270s where you start from on side, do a half circle forward/half circle back, and keep the rotation going so that you end at the up motion, and then hit the buttons. Skullgirls was patched so that you don't need the diagonal inputs to do it so it's easier for keyboard players. In other words, you just need to do :B::D::F::U: or :F::D::B::U: + :LP::LK: to get USS. Skullgirls also has 360 detection so that if you do it right, no matter how many rotations you do, the game will recognize you attempting to do a 360 input and you won't leave the ground. So if you wanna practice USS inputs, just do the 360 motion (without LP+LK) until you can get Bella to not leave the ground consistently.
 
Righty, thanks for the assists, I'll try it later when my head isn't killing me. I've also never decided to invest in a Fighting stick or a dedicated controller as it's the only Fighting Game I'm really interested in, and I don't feel like pursuing the genre much, I'm more of a RTS (Total War Series, Warcraft 3, Dungeon Keeper) and Combat Simulator (War Thunder, IL-2, World of Tanks) Person. Is it really worth £30+ For an edge for one game? I dunno, as for combos, I'm doing them by chunking, like doing it piece by piece and practicing bits I mess up.
 
Okay, I've tried the :F::D::B::U: and the :F::DF::D::DB::B::UB::U::UF: thing with USS and Head-Over-Heels with Fukua, and no luck, what's the window of time before it's considered too slow to initiate the blockbuster?
 
Okay, I've tried the :F::D::B::U: and the :F::DF::D::DB::B::UB::U::UF: thing with USS and Head-Over-Heels with Fukua, and no luck, what's the window of time before it's considered too slow to initiate the blockbuster?
Alright, so I don't know exact frames or anything, but maybe this will help. For Cerebella, you can cancel from her Light version of Lock 'n' Load into USS (so USS would start just before LnL finishes). Obviously, you don't actually have to do that, but trying it out might give you an idea of how fast you need to do the inputs (the medium punch LnL worked decently for me as well as a time gauge). For Fukua, I found the medium or hard version of her Drillationship move to be a good time gauge. Also, I find that it's not worth it to try and do the inputs too accurately (at least for the 360s), just try and go for the general motion of starting from one side and ending on up. Hope that helps!
 
I BELIEVE and don't quote me on this but you have 4 frames between each individual input.

So like from 6 to 3 you have 4 frames, 3 to 2, etc all 4 frames.

Are you sure that is your issue with executing it? You may be pressing and releasing the buttons too early, before you actually complete the motion.
 
If you want to do a 360 there are a few things that can help you:
#1, you don't have to do it a different direction depending on which side you're on. Just learn your most comfortable direction.
#2, you CANNOT do it TOO FAST. Do it as fast as you can. Faster than you can! Seriously. Just do that, it fixes 90% of problems people have with 360s.
#3, start with a side (left or right), then go to Down, then the other side, then Up, etc. This is the "proper" way of doing 360s in other games since it avoids jumping for the longest time possible, but in SG there is an added benefit - the game will actually detect you doing a 360 and stop the character from jumping as long as you keep rotating directions.
#3b, keep rotating the directions while you press the buttons, don't stop and then press them after stopping.
#4, 360s are always harder on keyboard.

You have 5 frames per direction before you need to be moving on to the next one, and you can skip a single direction in between two of them. At the level you're at this is probably irrelevant information, really just DO IT FAST.
 
Yeeeah, If I was gonna play more fighting games I'd get a console controller or a stick, but this is the only one so it's essentially spending £20+ More on one game. I think I'll survive with the keyboard. Maybe.

So apparently it's good to set goals right? So I did:
Find emotional courage to do all story modes (Because those endings are intense)
Do em all on Easy+
Defeat Skullgirl on Normal
Learn 360s
Z-Moves done already
Learn some combos
Defeat my Boyfriend in a match.
 
So, I was just about to write in this thread that I had given up on the 360s, then I gave it one more shot and I managed to do USS on 100% Speed. For some reason Fukua's Head-Over-Heels is seemingly harder to do, I'm stuck on it right now.

Anyway yay, I did it! :PUN:

Edit: did it with Fukua, all tutorials done, got an achievement yaay.
Now I need to learn combos.
 
Before you learn combos I suggest making sure you can do all of your character's special moves 5 times in a row without messing up. It needs to become second nature to use a special moves or you will forget how to do it in a match. Same goes for combos.
Another suggestion, if you can record your matches with you boyfriend we can help you understand what you need to be doing in order to win.
 
Uh yeah, sure, here's a Recording of a one-sided as ever match I had earlier with him that took way too long to upload.
Sorry for the awful Quality.

In some of my matches with him I get really lucky and pull off working combos, but in some instances my keys seemed to have failed (Which is why in some cases I appear to be pressing attacks nonchalantly at thin air)
 
Ok I watched the video and I can give you tips on how to win against your boyfriend. I don't play Filia or Fortune so I might be wrong on some things but I can tell you how I would approach the match-up. I'll give time-stamp for the video so you know exactly what situation I'm talking about when I give you tips. OK now to the match.

1:02 You both backed off. While that isn't the worst thing in the world you have fought your boyfriend before so you should ask yourself: does he always backs off at the start of the round? If he does you can go in by doing c.:HK: or air dash :HP:.
1:04 You should have been dashing in not walking in. You could have stopped him from charging a stance.
1:05 At this range Squigly will dominate you so why are you just sitting there? You let Squigly charge up two stances for free. Get in there or use Ringlet Spike!
1:10 If you were airdashing that move would not have hit you.
1:13 c. :HK: in that spot was a bad idea. If he would have blocked it he could have comboed you hard. You can also see that your attack did not hit peacock because she was invincible. If you would have jumped and airdashed over the sword you could of got both characters int he same combo and could have killed both. If he does this a lot go into training mode and recreate this scenario and try to airdash over the sword.
1:15 Punished the assist, good. That means that you don't have to worry about it for a while. Go in!
1:16 Two wiffed normals into a hit but not a combo. Use c.:LK: or c.:MK: to start your combos not s.:HP:. More range and safer to miss. Afterwards you got hit but you were not blocking so you got hit again. You can tell because your character flashes white. Start blocking when you get hit.
1:22 Don't use ground hairball outside of a combo. You can get punished easily for it. Use air hairball.
1:25 Peacock enters the ring! And was not punished for it. An airdash :HP: could have started a combo.
1:27 Don't block projectile if you can avoid them by jumping. And don't jump back.
1:28 your first airdash was right into a projectile. Don't let it bother you too much.
1:31 c:HK: or airdash under the plane to get in. Don't just block it.
1:34 He is not throwing projectiles at you it's time to go in.
1:39 Wiffing normals gets you punished.
1:43 you can block the planes in the air.
1:54 If you did a j. :MP: or j.:HP: after that dash you could or have comboed him.
1:59 Try to block after the opponent hits you. Your boyfriend is dropping combos and you need to stay on you toes for it.
2:02 Random moves gets you some damage. you need to work on a combo that you can always hit. It would have done a lot more damage than that.
2:04 A non hit confirmed super. Don't do that. you need to make sure your opponent is not blocking before you spend meter. Luckily he was mashing something and you kicked him with j.:LK:.
2:06 landed a jump-in, no combo. Practice that.
2:15 an airdash j.:HK: could have started a combo.
2:17 Same situation as before. He's not throwing out projectiles and you are not going in.
2:24 you were being predictable with your movements and got blasted for it.
2:30 thrown the head but didn't use it to hit peacock. You have to make him scared to be near your head. If you do that he will be easier to get in on. If not you are just opening yourself up for more damage.
2:36 A non hit confirmed super. This time you missed completely. If this was me playing peacock you would have died right there.
2:42 Another consequence of not hit confirming supers. If you ended that combo with a super you could have killed peacock but you wasted it earlier so she is still alive.
2:45 no airdash
2:51 tripped him with the head. learn to follow that up with a combo starting with c.:LK:.
3:03 you let him come in without blocking anything or having to tech a grab. Establish you presence the second they entered.

Now that the play by play is done I cam give you some general advice. The most important is that you don't know how to move well. Filia and Ms. Fortune are known for their mobility and you weren't using any of it. Practice dashing, jumping and airdashing until it becomes second nature to move around the stage. With better movement you would have been able to get in a lot better. Second is that you didn't use any assist during that game. If you don't know how to use assist don't pick two characters. By having two characters you are just adding dead weight to your team. Pick one character and practice with her only. Third suggestion is to practice combos, hit confirms, blockstrings and simple high-low mixups. Once you got that down your boyfriend will crumble under the pressure. Fourth suggestion is to look up some tourney matches with Filia and Ms. Fortune. Don't look at their combos look at how they move and how they handle situations you were put under. Last is to just play more matches with people and try to understand why you lost or why you won. You are new so a lot of this is just applying what you did in training mode to a real match. If you have any questions I'll try to answer them and if any Ms. Fortune or Filia players want to chime in with their thoughts do so. Keep on adding video of you matches so we can see how you improved and what to work on next.
 
Okay, so I took upon another challenge to try beating the game on Normal. I used a single team with Ms. Fortune this time around, and aside from minor difficulty with a Valentine-Eliza doubleteam, I was going pretty well through it. Then at about match 6-7, I encountered a Big Band-Filia-Peacock team which I kept slipping up against (I was going to record a match of it, but Fraps failed halfway through and I ended up beating them that time around anyway, so I'll provide a rundown of my predicaments)

Big Band: Fighting this character as AI has been a bane of mine since Sleepwalk, I can never block his combos, moves and for any offensive I go on he's got a counter for each approach that he uses, so I have to wait for him to slip up and jump in the gap of a combo. This knocks out a lot of my HP by the time he's done.

Then comes in Filia, which is annoying as hell to fight against, most of it goes by so fast I just have to randomly spam keys and hope I get something good done. I usually just knock off my head to use El Gato kick moves, but I almost can NEVER return it, whenever I try to use the :D::DB::B::MP: Motion to return the head, I either just end up doing :MP: or I just get knocked down by Filia's C.:HK:. I'm probably not pressing the buttons in time, but when being constantly assaulted it's extremely hard to get them right, or concentrate on using effective combos. During this fight the AI will always use the Peacock Shadow Of Impending Doom assist, and whilst that happens I'm always kept on the ground by Filia whenever I try to escape. Or when I do jump up, Fenrir Drive of course will happen.

On the chance I get past Filia, there's Peacock to worry about, and it's extremely difficult to advance forward due to GeorgeBomb moves and BANG! moves. I have little trouble with Hole Idea, but trying to block Argus Agony, like ANY blockbuster is a bitch. So the last chunk of my HP goes before I can knock down Peacock to Half Health.

Though this time I did beat them all somehow, and I made it past the last set(Barely) and got hammered by the Skullgirl, of course. (I get her down to about 1/5 HP.)
 
Note to you :
Filia's main AI is already set at Nightmare, it's just that Sleepwalk counts as 1/5 Nightmare. If you aim for perfection at fighting Filia, do what the game tells you to do; do a throw when she blocks. Valentine is pretty good with her untechable throw which is QCB + LP LK which can be cancelled into Flatliner if timed correctly.

Big Band? Bah, his hitbox is big enough that you can just do a Fiber Upper when he does not jump and better if he doesn't even block. Fiber Upper's Forward Z + any K.

Peacock? Dash when you can, and block the projectiles that she throw at you.

I might do a gameplay video of this team in training mode if you want to see exactly how to handle them in Normal+.