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Beginner Questions Thread

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I almost always DHC to recover life rather than kill. While not as extreme as Mayor, I'm in his school of thinking on combos. Reset 50 times. Unlike Mayor, I'll actually spend meter to kill though.
 
Never said DHC was an outright waste of meter,its just I find it useless to do it if it don't kill or get you out of a sticky situation. I have to ask when you do DHC is it for the kill or to recover life most of the time?

@evilben In your suggestion you said that recovering red life is a plus for DHCing.I totally agree on that part.

I just wanted to give beginners a heads up on meter management,because even though you have 5 bars of meter you just don't want to start DHCing into something like a level 3 super on the 1st character,not killing them and not having meter at the end of it lol.......I just wanted them to play smart with their meter that's all.
 
I still don't think this is the right place for all this but,

Examples of when you should consider using a DHC:
  • You get better positioning at the end of the second super rather than the first one and you want that positioning.
  • Your character is almost dead or has lots of red health to recover.
  • You will be able to kill the enemy. [Always spend meter to kill a character!]
  • You're moving your first character out of a bad/uncomfortable match up and replacing it with a good/better one via second character.
  • The second super will allow you to convert off the first super into a combo.
    • [Ex: Peacock (Argus Agony) xx Filia (Gregor Samson)
  • The character that performed the first starting super is better in the back of your team as an assist. (Ex: Double)
  • You're switching to a character with poor neutral but great in their face especially when set up from their super.
    • [Ex: Parasoul (Silent Scope) xx Filia (Gregor Samson | Fenrir Drive)]
  • The second super doesn't knock the enemy far away like the first one.
    • [Ex: Cerebella (Dynamo) xx Squigly (Battle Opera)]
 
I've been seeing the word path being thrown around and I'm under the impression that it's a sequence of moves that lead to an optimal combo or reset. Am I right on the money, something missing or flat out wrong?
 
who is best anchor?
my team is currently squigly, eliza and I'm thinking of a third character that isn't double or filia, maybe filia but not really interested in double.

I'm currently thinking of fortune cuz of fiber upper as an invincible/anti air assist and i can combo off it fairly consistently.
 
Double and Filia would both be fine :p, as would be Bigband, Bella, Parasoul, .. .. .. you got lots of options.

- Best anchor for that team, or best in general?
- Is there a particular reason you're not posting this in the Team Building thread?
- Is every character not-Double fine? No sorting of interests else at all?
- Is it supposed to stay Squig-Liza-X, or would Liza-Squig-X also be okay?
- Your general playstyle?

Easier to help the more info you give us
 
who is best anchor?
I'd say Peacock.
You get great space controlling assists, a safe DHC, and the ability to drag a fight out when you have a health lead and a lack of confidence with your offense.
 
Double and Filia would both be fine :p, as would be Bigband, Bella, Parasoul, .. .. .. you got lots of options.

- Best anchor for that team, or best in general?
- Is there a particular reason you're not posting this in the Team Building thread?
- Is every character not-Double fine? No sorting of interests else at all?
- Is it supposed to stay Squig-Liza-X, or would Liza-Squig-X also be okay?
- Your general playstyle?

Easier to help the more info you give us

Didn't see team building thread, i just stumbled into this one a t 4am

Anyway I like squigly so i play her on point and i want to build a team that maximizes her potential. I have Eliza with osiris spiral so that i can lock down, combo into a charge and combo into hard knockdown and it gives me some cute resets. The only problem is that i can get air dashed on a lot and i have few reversal options. From Squigly i can do SBO and tag into eliza somewhat and then from eliza i can just dhc to get squigly back in.

My only few problems with big band is that he can get instant overheaded for free and you can really get him in safely. If you try to sbo and tag he just rushes in and the block stun from sbo isn't enough to cover his tag recovery and there is no safe dhcing into him from eliza.

I try to keep my characters alive and tag/dhc to get red health back so I'd like a team that can switch around.

I try to save squigly cuz i feel she's my best character, don't really care much for eliza, she's mostly a utility but I would like a strong anchor that can make comebacks when worst comes to worst.
 
I've got a couple of questions:

What's a good team size to use as a beginner? Reading through a few threads here I've picked up that solo characters are easily trapped or can have a hard time getting in and extending combos. On the other hand, learning multiple characters at once seems a little daunting.

I'm having a hard time picking mains, really enjoying Eliza so far but she seems a little meter hungry. I'm guessing she'd want a battery character in the slot before her, who could fill that role?
 
I've got a couple of questions:

What's a good team size to use as a beginner? Reading through a few threads here I've picked up that solo characters are easily trapped or can have a hard time getting in and extending combos. On the other hand, learning multiple characters at once seems a little daunting.

I'm having a hard time picking mains, really enjoying Eliza so far but she seems a little meter hungry. I'm guessing she'd want a battery character in the slot before her, who could fill that role?
Learning one char at a time is usually the best way to do it. Don't worry about solo vs teams, it won't matter too much as a beginner.
Parasoul is a good battery character, she doesn't need to use meter and she can survive without a good DP assist.
Peacock too, she can use M sekhmet assist to lock down the opponent and run away. But if the opponent gets in you're screwed.
 
I disagree. If you expect to play a team, play at least 2 characters. You have to learn the team stuff and it's better to know it right off the bat.
 
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How is it better to "learn" assistcalls, multiple characters, DHCs, ACs, etc on top of *the game* (pushblocking, what chars do in general, how to move, etc) when starting out?

At best this hurts your point game, because you become over-reliant on something like Brass/DP assist which other new players don't know how to handle and die for free against
At worst you just don't learn anything because you're drowning in information, making you go "Wow, this game is way too hard"

"If you want to ever learn math, best practice Differential Calculus at the same time as you worry about how to count from 1..21"?

What's a good team size to use as a beginner? Reading through a few threads here I've picked up that solo characters are easily trapped or can have a hard time getting in and extending combos. On the other hand, learning multiple characters at once seems a little daunting.

I'm having a hard time picking mains, really enjoying Eliza so far but she seems a little meter hungry. I'm guessing she'd want a battery character in the slot before her, who could fill that role?
1. Solo
2. Combo extension with assists isn't necessary for most characters in most scenarios; you just toss them in for the extra damage / added reset points. Every character has sufficiently good combos by themselves.
3. Yes, Solos can have a hard time in neutral / on defence (depending on which Solo you play and what your opponent's team configuration is), but the people who are at the level where this matters would beat you no matter what, so don't fret.
4. Eliza is actually a really good point and not meter hungry at all. Why do you think she is? She can combo out of both Air and Ground throw meterlessly, her reversal is meterless and none of her supers are relevant for anything. Sekhmet eats some bar yes, but you don't want to run around on the Stage in Sekhmet form in the first place.
 
If you're brand new to fighting games, literally have never seen them before, then yeah, going solo is better. To stretch the analogy, I don't expect someone to learn counting and diff EQ at once. However, I assume someone with some base understanding to be able to handle learning the 3 basic trigonometric identities at once.
 
@Raven
I dealt with the same issue not too long ago, and it eventually worked itself out organically. I'm pretty settled on the two I have now, but five characters revolving door'ed in and out of my lineup, which consisted of all three sizes at various points. It's great that you've found someone to commit to, but don't let that stop you from also playing the field.
 
you can just practice on the dummy normally and see what your frame advantage is to know how tight your reset is

if you want to see how easy it is to mash out of a reset you're doing you can record the dummy doing it and then try to mash out yourself
 
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Question: Do you folks have any tips for practicing resets in training mode?
set blocking to block the second hit if it is a reset they will block it
 
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it's a fast reset but you won't get very much damage off of it because combos off of throws are heavily scaled and the undizzy meter is almost full

to get big damage resets you want to reset earlier in the combo and with normals, or have a looser reset that lets undizzy recover more (obviously this will also be easier to see coming)

it still should give you a tiny bit more damage than just finishing a combo so you've got the right idea

the ideal air throw resets are ones where you make them guess between burst bait and air throw, because then if they try to tech the throw they burst and you get a reset

I don't know any burst bait setups for eliza though you might want to browse the eliza thread some
 
Quick Question: how do I get peacock to charge SOID as an assist when I call her she'll just drop it even if I'm holding the buttons
 
Quick Question: how do I get peacock to charge SOID as an assist when I call her she'll just drop it even if I'm holding the buttons
Go into the Custom Assist window and rather than pressing one, hit two punches.

QCB-LP+MP: Charged L.SoID
QCB-MP+HP: Charged M.SoID
QCB-LP+HP: Charged H.SoID

Note that you can only charge it to 3 (There's no option to have Peacock charge it to 2, or "just hold a bit, but still drop lvl1").

Also note that this assist is.. not very good (of course, you are free to experiment with it; just as a fair warning).
 
Im new to this game and I am having a hard time understanding all of the abreviations such as ips etc. I don't know what burst is or understand much of the terminology. I know I will probably be flamed as a noob but I love this game and want to know more so any info would be GREATLY appreciated. thanks
 
I'm new to this game and I have a quick question how do you beat dekillsage?
 
I'm new to this game and I have a quick question how do you beat dekillsage?
Okay Josh, I'm going to tell you my secret to beating dekillsage that works 100% of the time. Are you ready to hear it? Okay.






afk
 
Okay Josh, I'm going to tell you my secret to beating dekillsage that works 100% of the time. Are you ready to hear it? Okay.






afk
Genius why didn't I think of that O.O
 
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Deep tongue kissing mid match also throws him off.
 
I have a few things I don't really understand on a technical level.

- As you may have spotted by the thing under my icon, combo resets don't mean the slightest thing to me. I know what they are, vaguely (they end your combo and then give you a chance to start a new one fluidly, without your opponent actually being able to escape... somehow), but I don't know what that means in real terms. Or how you do one. Or WHY you'd do one. Can someone help?

- What's this 'damage scaling' I keep hearing mentioned? Is it just the effect of the ratio system decreasing your power for having more people?

- When in a move can you cancel it into a different move? At the end? Halfway through? How fast do you have to be? I get that it's not the same for every move, but apart from the magic series I can't make moves cancel together very neatly or effectively. Is there some trick I'm missing? (And on that thought, how fast do you have to do the input for Goodfellas after they go in the bag? I've never made it work ever.)
 
First off, watch this video I made @Man-In-Crowd-4


- A reset is when you drop your combo on purpose and hit them where they are not blocking.
- Every time you add another hit to your combo, each hit starts doing less and less of it's full damage, after the third hit of a combo, each hit starts doing 87.5% of it's initial damage. So if you did 5 hits and all 5 did 100 damage, the damage would be 100 + 100 + 100 + 87 + 75
> This is part of the reason people reset their combo by dropping it and hitting them where they won't block it; it resets the damage scaling back up to 100% as well as other things. (That are explained in the video [Undizzy])

- Every move is different. Magic series vary from character to character and generally go either LP > LK > MP > MK > HP/HK (Filia, Peacock) or L > M > H (Parasoul, Cerebella)
There are a few general rules though:
• You can cancel every NORMAL into a SPECIAL.
• You can cancel most SPECIALS into a SUPER.
• You can cancel most SUPERS into another SUPER with a DHC.

Some things don't let you super cancel during their recovery, like Napalm Pillar. After the recovery frames of Napalm Pillar or Updo start (After she starts to fall) you can't cancel, otherwise you'd just be able to cancel into a super and punish people for trying to punish your reversal.
 
First off, watch this video I made @Man-In-Crowd-4


- A reset is when you drop your combo on purpose and hit them where they are not blocking.
- Every time you add another hit to your combo, each hit starts doing less and less of it's full damage, after the third hit of a combo, each hit starts doing 87.5% of it's initial damage. So if you did 5 hits and all 5 did 100 damage, the damage would be 100 + 100 + 100 + 87 + 75
> This is part of the reason people reset their combo by dropping it and hitting them where they won't block it; it resets the damage scaling back up to 100% as well as other things. (That are explained in the video [Undizzy])

- Every move is different. Magic series vary from character to character and generally go either LP > LK > MP > MK > HP/HK (Filia, Peacock) or L > M > H (Parasoul, Cerebella)
There are a few general rules though:
• You can cancel every NORMAL into a SPECIAL.
• You can cancel most SPECIALS into a SUPER.
• You can cancel most SUPERS into another SUPER with a DHC.

Some things don't let you super cancel during their recovery, like Napalm Pillar. After the recovery frames of Napalm Pillar or Updo start (After she starts to fall) you can't cancel, otherwise you'd just be able to cancel into a super and punish people for trying to punish your reversal.

That does explain quite a lot. Thanks. So as your combo gets longer, it does less damage AND they start to build up a chance to burst out of it.
 
That does explain quite a lot. Thanks. So as your combo gets longer, it does less damage AND they start to build up a chance to burst out of it.
Yeah, but when you play good it's not exactly a chance. You'll always be able to prevent them from bursting since they're only allowed to burst after you START a new magic series chain AND in dizzy is at max. So if you don't start new chains when the bar is flashing you'll never set it off.

Ex: If they are at 239.999 Undizzy and you start a chain with LP that pushes it to 249/240, you can still do LP LP MK MK HP HP L Shot x Sniper Scope [Parasoul] without setting off Undizzy because that new chain didn't start while it was OVER Undizzy. It will leave them at +325/ 240 since at the end of the combo though since you can go way over.

Also after you reset your first 3(?) chains can't set off Undizzy and your first 2(?) chains don't even build Undizzy, so if you keep resetting very early you'll keep Undizzy low. Hope that explains why resets are a thing!
 
Yeah, but when you play good it's not exactly a chance. You'll always be able to prevent them from bursting since they're only allowed to burst after you START a new magic series chain AND in dizzy is at max. So if you don't start new chains when the bar is flashing you'll never set it off.

Ex: If they are at 239.999 Undizzy and you start a chain with LP that pushes it to 249/240, you can still do LP LP MK MK HP HP L Shot x Sniper Scope [Parasoul] without setting off Undizzy because that new chain didn't start while it was OVER Undizzy. It will leave them at +325/ 240 since at the end of the combo though since you can go way over.

Also after you reset your first 3(?) chains can't set off Undizzy and your first 2(?) chains don't even build Undizzy, so if you keep resetting very early you'll keep Undizzy low. Hope that explains why resets are a thing!

Yeah, that explains a lot. Looks like I've got some experimentation to do.
 
Yo. I was just wondering what the most reliable form of imput is,
I only have a keyboard and a Xbox controller but the joystick and d-pad seem
horribly unreliable.
I can hit combo like One 3rd of the time which is super annoying.
I'll probably try the keyboard next I suppose,
 
Yo. I was just wondering what the most reliable form of imput is,
I only have a keyboard and a Xbox controller but the joystick and d-pad seem
horribly unreliable.
I can hit combo like One 3rd of the time which is super annoying.
I'll probably try the keyboard next I suppose,

Technically speaking, the Xbox controller is supposed to be better but the keyboard is perfectly usable, if your controller's giving you grief. I'd recommend changing movement from the piddling little arrow keys to the big number pad arrows, that helps a lot.
 
A question I asked earlier but got a bit forgotten: How fast do you have to do the input for Goodfellas after they go in the bag? Immediately?
 
Keyboard is better than XBox controller, given you own a no-ghosting keyboard.

He means: Instead of the arrow keys for movement, have left/right/down/up on Numpad 4/6/2/8

In general when using keyboard, people run "hitbox-layout", namely

Q:left
W:down
E:right
Space:up
Numpad 7:lp
Np 8:mp
..
Np6: hk

Q/w/e can be substituted for similar buttons that feel more natural to you (eg w/e/f)
Of course u csn also move the attack buttons to the left instead of having them on numpad.. All a question what's the most comfortable to you.

Hitbox Layout feels weird at first (jumping wirh space?? I will never learn this!!), but once you get it down it becomes second nature (like everything..).
 
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