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Beginner Questions Thread

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some questions for getting back into the game. these questions are going be noob style so yeah...

1.do i have to learn combo's to get better at fighting games?
2.what charcter's have the easiet combo's in the game?
3.in a team match when is it a wise idea to tag out with getting my butt kicked when my partner tags in.
4.for a noob or semi-noob type person should i focus on a 2 person or 3 person team?

for question 2. i have only found 2 charcter's that have easy combo's Big Band and Valatine.

i'll post my team idea after my question's get answerd.
 
As for the BigBand, you can do preeeety decent damage with short combos (my favorite "combo" in the game, cr.HP xx H Grab xx Super Sonic)

As for the rest:
1. Combo = damage. You can try to rock keepaway style (peacock and some good asist), but you have to learn something. As i said in the beginner bnb thread, i think that minimum is something>something>something xx special xx blockbuster.
2. Its not street fighter, you dont need (that) precise timming. So, basic combos are rather easy for every character, but you have to spend some time in training mode, building muscle memory. Look up BnB thread, but don't follow combos to the point, try to change things, to feel natural (only pros need optimized damage)
3. Its wise when its wise, depending on situation. Its a strategic decision, depending on matchup, your style, opponents style... And so on.
4. So i am semi-noob, and i find Duet to be most fun. It's good to have backup (tag in and assist). But it's preference.

I am "your kind of player", tbh. I rock Fukua/BB. I'm not big on combos. I use fireballs to cover air, brass knuckle to send enemy away, and step kick to annoy (also unblockable damage when he is sitting at the end of the screen).
I got bodied because sometimes my damage is lacking (but i try to work on that) but i have fun.
 
some questions for getting back into the game. these questions are going be noob style so yeah...

1.do i have to learn combo's to get better at fighting games?
2.what charcter's have the easiet combo's in the game?
3.in a team match when is it a wise idea to tag out with getting my butt kicked when my partner tags in.
4.for a noob or semi-noob type person should i focus on a 2 person or 3 person team?

for question 2. i have only found 2 charcter's that have easy combo's Big Band and Valatine.

i'll post my team idea after my question's get answerd.
1) Eventually, yeah. But I suggest just picking up a short combo and just playing with people. You'll learn neutral and some tricks along the way.
2) Definitely Band. His are straightforward and no pesky airdash cancels.
3) It depends, as long as you think it's safe or worth the risk/damage do it.
4) Learning to play a character is solo is important, so I recommend you run solo for a while. When you're comfortable go get a partner and just keep playing. When you've played enough you should have a clear idea if you'd want to give up a bit more health and damage for a second assist. I would personally go for a duo with an assist you feel would compliment your playstyle.

I'd suggest either BB/Peacock or BB/Double. With peacock you can use day-out assist and it'll cover a lot of things (Just don't grow too dependent on it) and limits their ground approach a bit. And with peacock you can just play keep away if Band dies. With Double you can use hornet to lock them in place and approach. You can also do SSJ to catheads as a "safe" way to get to double. Double with Band's beat extend is amazing.
 
Quick question, my inputs seem to be droppping for some reason...My Razer Atrox (X360) stick will be here tomorrow so for now I'm using a PS4 controller, but whenever I try to do a quick QCF or QCB, this is the input:
88cc113f2b.jpg

It simply skips the diagonal motions, unless I do it MUCH more slowly.
 
some questions for getting back into the game. these questions are going be noob style so yeah...

1.do i have to learn combo's to get better at fighting games?
2.what charcter's have the easiet combo's in the game?
3.in a team match when is it a wise idea to tag out with getting my butt kicked when my partner tags in.
4.for a noob or semi-noob type person should i focus on a 2 person or 3 person team?

for question 2. i have only found 2 charcter's that have easy combo's Big Band and Valatine.

i'll post my team idea after my question's get answerd.
Maybe you want a different perspective.

1. Well, it's one thing to learn, yeah? You can also get better at fighting games by improving any other aspect. To begin with, just learn something short that ends in a reset mixup situation but can be finished with a super for the kill when needed.

2. Skullgirls combos aren't that bad once you get used to the execution. If you mean full, more optimised combos, Big Band and Peacock actually have the most difficult to execute, but you don't have to modify them much for different characters. Easiest combos overall I'd say would be Squigly (you don't need the tight links at all until you want to REALLY optimise), Fukua (They are just really easy, although you have to confirm what range you are hitting at) and Cerebella (you actually don't need the j.LP thing at all, a pummel horse combo is guaranteed, does basically identical damage and is much easier).

Don't pick a character because of ease of comboing, pick a character whose playstyle you enjoy.

3. Raw tags are really not that great an option unless you know what you are doing with them. At first I would say only use raw tag when you are really, really desperate, probably not even there because you could easily learn bad habits there.

In fact, don't bother with raw tag at first, play as if it doesn't exist, use safe DHCs to swap between characters, or alpha counters, but those are also pretty tricky to use correctly and will get punished often if you use it on an opponent with meter.

4. Different people say different things here. Most seem to say that learning solo is better, but personally for actually learning the GAME, I would say a duo is probably best. This way you can get experience with all the assist and team mechanics and not be totally swamped by players only slightly better than you using assists. For learning a CHARACTER, though, definitely play them solo a decent amount because that is the best way to really get used to their toolset.


Your "second question". Every character has pretty basic chain > special > super combos or chain > air chain > chain > special super combos, the actual difference in difficulty will come when you start to learn the more optimised stuff. I think something we are lacking right now as a teaching tool is combo chunks. At first you should focus on mostly learning to confirm out of different starters and how you can convert into something more, instead of worrying about the full combo.

Good things to learn, for example would be:

Big Band:
HP Beat Extend > shake (buffer a back charge)
5LP > 2MK > 5HK xx [4]6HK

This chunk is used in a lot of combos and confirms, knowing how to link out of beat extend will really help you, once you have that down, you can try.

HP Beat Extend > shake
j.LP > j.LK > j.MK (buffer a back charge)
5LP > 2MK > 5HK xx [4]6 HK

Now you have extended what you know you can do out of a beat extend and have the execution for a very common section in Big Band combos.

5HP
j.MP j.HP j.HK
2MK xx HP Beat Extend

Learning this link is critical to Big Band midscreen combos, once you are really comfortable with the link, replace 2MK with 2HK and you have learned the trickiest part of his BnB!





Valentine:
It's all about the rejump loops with her.

Start off trying to learn something like:

2HP
j.HP > j.HK xx air dash forward
j.MP > j.HP
land
j.LP > j.MP > j.HK

This is going to take you quite a while to get down on its own, it is not at all an easy string. After you have that though, you can try to link into a 5LP on the ground or go for more jump loops. Maybe even learn the more difficult run jump combos that many Val's use.
 
I can't find this anywhere but when i look at combo transcodes what does "adc" mean?
 
Quick question, my inputs seem to be droppping for some reason...My Razer Atrox (X360) stick will be here tomorrow so for now I'm using a PS4 controller, but whenever I try to do a quick QCF or QCB, this is the input:
88cc113f2b.jpg

It simply skips the diagonal motions, unless I do it MUCH more slowly.
I was having this issue yesterday as well, make sure your ds4 is actually open because mine wasn't. If that doesn't work try killing it in task manager and reconnecting the controller.
 
I can't find this anywhere but when i look at combo transcodes what does "adc" mean?

"Air Dash Cancel"
 
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Sooo i have question about BB combos.

I tried to do BnB listed in compendium, this one:
c.lk, c.mk, s.hp,
j.mp, j.hp, j.hk,
tech forward, otg c.mpx2 xx H Beat Extend(shake),
jump, j.lk, j.mk,
s.mk,
j.lp, j.lk, j.mk,
c.lpx2, c.mk, s.hk xx H Take The 'A' Train xx Super-Sonic Jazz.

But it involves wall bounce with j.hk. I tend to miss those, depending on my position on screen (for me BnB midscreen should work every where equally good, because i want to use it everywhere).
Are there any low skill lvl BnB that don't involves wall bounces?

Also, in chain (c.lpx2, c.mk, s.hk) isn't better to use c.HP instead of c.HK? I find it more reliable and i think it does more damage (not sure about scaling tho).
 
How do people do napalm shot back to back ?
I have tried to do it but its not coming out.
 
Because of Guile practice. On a less facetious note, you kinda get used to the recovery on shots and can just start chaining them one after another. You're charging for enough time during each shot to fire another one afterwards
 
So would I have to hit P twice for two to come out? I've tried just about everything. This may sound stupid but what would the input look like?
 
So would I have to hit P twice for two to come out? I've tried just about everything. This may sound stupid but what would the input look like?
are you talking about napalm toss
the move where she throws them onto the screen and they stick there

that move is done with qcb and a kick -- the kick picks distance
 
No
are you talking about napalm toss
the move where she throws them onto the screen and they stick there

that move is done with qcb and a kick -- the kick picks distance

Nope napalm shot. The horizontal charge + P
 
No
Nope napalm shot. The horizontal charge + P

then after charging you quickly press forward + P
and then immediately return to charging the back input
once the shot hits something or goes off screen you can fire another one
 
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Sooo i have question about BB combos.

I tried to do BnB listed in compendium, this one:
c.lk, c.mk, s.hp,
j.mp, j.hp, j.hk,
tech forward, otg c.mpx2 xx H Beat Extend(shake),
jump, j.lk, j.mk,
s.mk,
j.lp, j.lk, j.mk,
c.lpx2, c.mk, s.hk xx H Take The 'A' Train xx Super-Sonic Jazz.

But it involves wall bounce with j.hk. I tend to miss those, depending on my position on screen (for me BnB midscreen should work every where equally good, because i want to use it everywhere).
Are there any low skill lvl BnB that don't involves wall bounces?

Also, in chain (c.lpx2, c.mk, s.hk) isn't better to use c.HP instead of c.HK? I find it more reliable and i think it does more damage (not sure about scaling tho).
You could use the beginner combo from the compendium. Unfortunately the nature of Big Band is that if you want a midscreen combo that also works in the corner you're going to have to sacrifice thousands of damage; the j.HK extension is just too good.

You can't use c.HP for the last chain because it uses your sound stun and you've already used a sound stun in that combo (the Beat Extend).
 
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Okay, here's one that's been bugging me for a while:

How can I tell which side of the screen my opponent's going to enter on incoming, after a character's death? I've messed up so many incoming setups because I guessed the incoming side wrong.
 
Okay, here's one that's been bugging me for a while:

How can I tell which side of the screen my opponent's going to enter on incoming, after a character's death? I've messed up so many incoming setups because I guessed the incoming side wrong.
it's the side of the downed character that you're standing on

if the downed character is touching the corner and you stand ontop of them then sometimes they will come out of the far side if you are standing past the "center"

if you want to run a setup you have to time it so you're still on the near side of the character before the next character appears
 
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I have a question about building my team. I'm pretty darned bad at fighting games, and I don't understand team-building very well, yet. My favorite character to play as is Valentine. I've made a team with her and Filia, because: a) I'm not terrible with Filia, b) Valentine works well in teams anyway, and c) One of Valentine's biggest weaknesses is lack of reversal. I figured Filia would be good for that, because Updo seems like a pretty decent reversal to add as her assist move. My first question is: am I correct in my choice of Updo as a good reversal? And my second question is: since Valentine and Filia are both very airborne characters, I'm wide open to anti-air. Is there a good third character to fill this gap in my team to cover that weakness? Thank you to anyone who can help me!
 
stuff

yea, thats not a bad team. you assumption is correct. val's very quick run speed also makes confirming off updo very easy!
while i am not saying don't pick up a third character, doing do because of anti-airs isn't really a good reason to do so. there is no real anti air game in skullgirls. there are no air unblockables and such (even excella-bella and a train can be blocked as long as you arn't rising) you just need to think about what you are doing and keep in mind if you just mindlessly airdash in over and over you might up DP'd.
 
since Valentine and Filia are both very airborne characters, I'm wide open to anti-air. Is there a good third character to fill this gap in my team to cover that weakness?

you don't really get antiaired in this game

you get punished for pressing buttons at a bad spacing and at a bad time or making bad reads

consider what happens if you jump, block, and call updo

if your opponent tries to antiair you with something non-invincible updo will probably hit them

if they use something invincible they might go through or even hit updo but you'll be blocking

if they just block updo will hit them and you can pressure them
 
yea, thats not a bad team. you assumption is correct. val's very quick run speed also makes confirming off updo very easy!
while i am not saying don't pick up a third character, doing do because of anti-airs isn't really a good reason to do so. there is no real anti air game in skullgirls. there are no air unblockables and such (even excella-bella and a train can be blocked as long as you arn't rising) you just need to think about what you are doing and keep in mind if you just mindlessly airdash in over and over you might up DP'd.



you don't really get antiaired in this game

you get punished for pressing buttons at a bad spacing and at a bad time or making bad reads

consider what happens if you jump, block, and call updo

if your opponent tries to antiair you with something non-invincible updo will probably hit them

if they use something invincible they might go through or even hit updo but you'll be blocking

if they just block updo will hit them and you can pressure them



Hmmmmmmmmmm. Okay, I guess I wasn't entirely sure how prominent this sort of stuff was. If it's not a big deal, I guess I'll stick with Valentine and Filia for now. Would it be better to pick up a third character for the sake of diversity? Or is it better to just stick with two characters that I'm at least competent with?

Also, what is a good assist for Valentine? I just sort of use it to ready her vials while I have Filia out, but I think that's just laziness on my part. I'm sure there's a much more useful assist that she could have, I'm just not sure what Filia would need from her.

By the way, thanks for the help! :)
 
c.mk isnt a bad assist, or grab or mortuary drop. savage bypass can be okay.
 
generally adding a 3rd character gives you more options and more chances to make mistakes and still win

however what a character brings to a team is also important and that varies wildly per character, e.g. double works almost anywhere but tacking painwheel onto a team randomly isn't a great idea

2nd cr.mk -- throw is passable too but on the gimmicky side

ideally you'd use cr.mk calls to make filia mixups much harder to block and so you can go high/low in a very short period of time and make it hard to see which one will hit first
 
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c.mk isnt a bad assist, or grab or mortuary drop. savage bypass can be okay.



generally adding a 3rd character gives you more options and more chances to make mistakes and still win

however what a character brings to a team is also important and that varies wildly per character, e.g. double works almost anywhere but tacking painwheel onto a team randomly isn't a great idea

2nd cr.mk -- throw is passable too but on the gimmicky side

ideally you'd use cr.mk calls to make filia mixups much harder to block and so you can go high/low in a very short period of time and make it hard to see which one will hit first



Well, c.mk it is, then, I'll try that out! Out of curiosity, is there any character that might have the potential to cover any sort of weakness that a Val/Filia team has that I've missed? Or is it pretty balanced as is?
 
something that can extend some sort of pressure across the screen. brass knuckles, hornet bomber, or something of that ilk could be useful to give yourself a safer approach. or if you are using hairball assist with filia something with a DP
 
if valentine dies then filia doesn't have amazing neutral in a lot of matchups and can struggle to get inside safely -- this is her primary weakness

as evilben suggests something to apply horizontal pressure like big band or double would he ideal

running team duckator and adding double massively benefits both filia and valentine and gives you more good dhc options

the downside to adding a 3rd char is mainly that you have to sort of learn to play them and you might find it difficult to do damage without really good combos and resets
 
something that can extend some sort of pressure across the screen. brass knuckles, hornet bomber, or something of that ilk could be useful to give yourself a safer approach. or if you are using hairball assist with filia something with a DP



if valentine dies then filia doesn't have amazing neutral in a lot of matchups and can struggle to get inside safely -- this is her primary weakness

as evilben suggests something to apply horizontal pressure like big band or double would he ideal

running team duckator and adding double massively benefits both filia and valentine and gives you more good dhc options

the downside to adding a 3rd char is mainly that you have to sort of learn to play them and you might find it difficult to do damage without really good combos and resets



Hmmmmmmmmmmmmm. Well, I'm not quite as bad with Double as with other characters. I was sort of thinking of Cerabella at one point, but I'm atrociously bad with her. Which moves would be best with Double for that sort of role, especially as an assist?
 
for that team hornet bomber lk
mk offers more lockdown and hk covers more space but only lk is invincible

bella is a pretty good anchor pick also and heavy locknload is decent horizontal space control -- cerecopter is better for lockdown but isn't armored so it has to be used more carefully and won't do as much to get you inside
 
for that team hornet bomber lk
mk offers more lockdown and hk covers more space but only lk is invincible

bella is a pretty good anchor pick also and heavy locknload is decent horizontal space control -- cerecopter is better for lockdown but isn't armored so it has to be used more carefully and won't do as much to get you inside



That's something else I wanted to ask about, what are the roles on a team, anyway? I keep hearing about "point" and "anchor" and stuff like that, but I have no idea what these mean.
 
your point character is really just whatever character happens to be out at the time. (i guess it can also refer to the character which starts out)
anchor is whoever comes last. generally you want this to be a character who doesn't need assists to much to do her thang. also helps if they have safe DHC so if you really screw up you can just burn meter to safety.

so if your team was filia/val/double filia would be your starting point and double would be your anchor. and if you really screw up you can super>dhc>dhc to cat heads and be safe!

you can also have battery characters which do not spend a lot of meter to save up for your anchor (or another character) to use. this isn't as big of a thing in SG because we have no characters quite like mvc2 cable but still a little bit with doubles cat heads or maybe eliza sekhmet mode?
 
your point character is really just whatever character happens to be out at the time. (i guess it can also refer to the character which starts out)
anchor is whoever comes last. generally you want this to be a character who doesn't need assists to much to do her thang. also helps if they have safe DHC so if you really screw up you can just burn meter to safety.

so if your team was filia/val/double filia would be your starting point and double would be your anchor. and if you really screw up you can super>dhc>dhc to cat heads and be safe!

you can also have battery characters which do not spend a lot of meter to save up for your anchor (or another character) to use. this isn't as big of a thing in SG because we have no characters quite like mvc2 cable but still a little bit with doubles cat heads or maybe eliza sekhmet mode?



Sekhmet does feel pretty damned good. I'm just not completely sure about Eliza, I could not figure out how to use her correctly. If I try a character and I just initially can't find the right combos or the right ways to use their abilities, should I stick with it and take the time to learn what I'm supposed to do? Or is it a sign that I should move on and it's better to find the characters who do flow easily for me?

Also, when is a good time to switch between characters? Does it just depend on which character my opponent is using at that time?

By the way, thanks, guys, for answering all of my questions. I'm such a nub. :P
 
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finding good cohesion with your character and your playstyle is definitely a good thing, but i would watch some videos to see how other people are playing her before discarding her. i wouldn't say you need to learn a character completely before knowing if you like her or not, though.

as far as switching between characters the number one condition is "is it safe?" making unsafe tags is a very good way to lose a ton of life quickly. other than that, you can switch to get red health back, so if you have been taking a lot of throws from cerebella try to get that character out to regain some of that hp! switching for matchups can also be useful.

hey, this is the beginner questions thread, its what we are here for!
 
@vonologic I had a similar problem using a PS2 pad on my PC. It was frequent enough to be a problem, but not a 100% thing. When I switched to a 360 pad it went away almost entirely.
 
Also, when is a good time to switch between characters? Does it just depend on which character my opponent is using at that time?

it depends a lot on your team
generally the only "good" time to switch is during supers with a dhc but there are exceptions like bella tag that works as a reversal

with my team I'd rarely switch to save peacock because even if she recovers health she'll have to deal with an incoming mixup anyways if I make a mistake and valentine dies

on a team with a filia second though you could argue that it's ideal to dhc into fenrir and put her on point any time you get the corner because of the strength of her mixup
 
SO I've had this installed for a while but could never play it because the tutorials would always give me the inputs for a fight stick, and I can't figure out how to change them to display for controllers.
 
SO I've had this installed for a while but could never play it because the tutorials would always give me the inputs for a fight stick, and I can't figure out how to change them to display for controllers.

while it may look like a fightstick it shouldn't matter as long as you know what your buttons are mapped to. just go into options first and set up your buttons so you know where you light kicks and your medium punches and what not are.

while fightsticks are almost always
lp mp hp
lk mk hk

pads ive seen tend to do
............hk (R2)
............hp (R1)
......mp
...lp....mk
......lk

but whatever way you do it, its not which button that matters, it's what the button does.
 
Upper line of buttons = puches
Lower line buttons = kicks
 
I was rattling my brain on whether or not this is the right thread or better yet appropriate thread to type this out,but I'm gonna do it anyway because it might help out beginners in the long run.


When you're doing your mid-screen or corner BnB and you decide to end it with a super, don't DHC if it don't kill(By all means DHC if your in a tight squeeze and need the get out of the kitchen). I'll go as very to said meter is everything and wasting it on some flashy combos because it look cool is no way to go.

Also some characters are meter whores that require abundant of meter to be super effective(Ex.BB & Squigly)
 
i don't really agree with the above post. when you DHC you reset your damage scaling back up to 70% which means your super can do a good amount of damage. i would disagree that this is a waste of meter. also depending on the super you might be able to set up mix ups off of it. you might DHC to get a character on point that you feel is a better matchup or to get some of that red life back on your current point. if you can get your opponent low enough that you can chip them out i say use that DHC. watch out for hard tags and punish the crap out of them if your opponent tries to go that route.
i will say you might not want to use your last meter on a dhc that wont kill to keep that reversal super in your pocket, but i dont really see many downsides to doing as much damage as you can off of any hit you get.
 
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