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...I've shown up to this party late

So, as some may know, I am currently using a PS4 controller to play SG. I know that it isn't ideal, and I have began to look at type of controllers for fighting games.

For people who use controllers for SG, do you use the analog stick or the D-Pad for movement? I'm having an issue with putting in the correct inputs in matches with the stick. I'm practicing in the training room to correct this, but I'm wondering if I should switch to the D-Pad even tho it doesn't exactly feel natural
 
The ds4 is definitely not un-ideal. Lots of top players use that controller. I use the dualshock 4 and its my personal favorite. I use both the analog and the d-pad depending on what I want to do, like dp's, ground dashes, and parries on the dpad and pretty much everything else on the analog. I don't think you're going to really get a satisfactory answer for which to use cause its mostly just personal preference.

Just try stuff out and do what feels right to you.

Also, I would suggest if you haven't already, try using a program called inputmapper. It might help if you have problems with inputting diagonals, and its nice for pretty much any other game that doesn't already support ps4 controllers.
 
Also, I would suggest if you haven't already, try using a program called inputmapper. It might help if you have problems with inputting diagonals, and its nice for pretty much any other game that doesn't already support ps4 controllers.

I do use inputmapper, and it's a great program. The issue is with me, and how I am moving the analog stick. Simple thing like holding the controller level helps me some. But in the end, I think it is a 'practice makes perfect' kind of thing.
 
Use the hadouken for zoning pressure, shield grab for people too close, your stand cry flurry at medium range, your level 3 AP super when you've built the meter, and a musical Ultra to end your opponent


oh and grab a lot


This is how you play SkullFighter All Star's Instinct for Wii U and 3DS
 
I also use a ds4 and have no problem with it, analog stick for 360s and d-pad for everything else.
 
I rock a DS3 and use the d pad for everything.
 
For people who use controllers for SG, do you use the analog stick or the D-Pad for movement?
D-Pad. The only downside to DS4 for me is depending on how you do Quarter Circle motions, you may press the part of the d-pad between two directions and not actually get a downback or downforward input. Which means you don't get your move. I much preferred the DS3, but it doesn't work with PS4.
 
Maybe for the rest of the week I'll practice more with the D-Pad and see how it goes. Since I got into the Slapfest Steam group, I decided to join one of their Tuesday evening casual meetups. And how did I do?

0 for 19

Now, I understand that my skill level is very low and that everyone there has had a lot more time in the game. But I still had a good time
 
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After last night's dismal outting at Slapfest, it's probably time for another video with updates and plenty of gameplay of recent random matches. Even I can see a vast improvement, and many people have went out of their way in the past week to say they see the same (which is really nice to hear. A little sunshine and happiness goes a long way).

I now see myself entering this 'middle' between complete n00b and a higher level beginner. As expected, it's a rough middle to be in.
 
Saturday is upon us again, and that means another Get GR8 meetup. Overall, it has been a much better week in the lobbies. Fighting against better players is beginning to pay off. Hopefully I learned a lot, because I'm going up against the event organizer.

Even thought Get GR8 is meant more for beginner/intermediate players, most anyone is welcome. Turnout has been falling, and I don't want to see Get GR8 to go away. Come check it out at 4pm EST / 1pm PST:

https://www.twitch.tv/skullgirls_get_gr8/mobile
 
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Here is my footage from Get GR8 for 3/12/2016. Today i rack up my first ever meetup/tournament match win. However...that was the high point...


For those who prefer commentary, here's Get GR8's link (my matches begin at the 12 minute mark. My first match, which had my win, was overlayed :( )

https://www.twitch.tv/skullgirls_get_gr8/v/54047519
 
*grumble grumble* nobody takes MY advice *grumble grumble*
 
d-pad stuff

just a little tip since i use d-pad: i find it much more efficient and easier to button-dash rather than double-tapping the direction you want to go in.
 
just a little tip since i use d-pad: i find it much more efficient and easier to button-dash rather than double-tapping the direction you want to go in.
I have configured the buttons so that L1 will dash....now comes the part where I try to remember to use it in a match lol
 
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I'm assuming you are trolling (to some degree). If so, well played

Hay, my advice was robust and legitimate
 
After a much needed couple of days off, it's time to get back into SG. I was happy with how I played at Get GR8 considering who I was up against. I did a better job of defending, and pulled of my combos with higher consistency. There are always way to improve, and here's what I saw that needs to be addressed:

1. Stop panicking and button mashing when things get tough.
2. I'm still forgetting a couple special attacks.
3. Mix up attacks and combos. Good players can see patterns really fast.

I'm sure there are other things I'm missing, but these are the glaring issues I feel like I can address in a week. Now off to training I go!
 
3. Mix up attacks and combos. Good players can see patterns really fast.
I wouldn't say you need to learn multiple combos. At your current level, just get used to doing one combo consistently that actually does decent damage. Keep doing it so that even when you're panicking you can default to some variation of that combo.
 
I wouldn't say you need to learn multiple combos. At your current level, just get used to doing one combo consistently that actually does decent damage. Keep doing it so that even when you're panicking you can default to some variation of that combo.

This past Saturday's Get GR8 was the first time I could see (with the commentary) how people were reading my patterns. I was playing against people way above my skill level, but it is really nice when they say "well, here's what I'm seeing...". Getting advice right after a match is a big help because it's instant, and the mistakes are still fresh.

My baby combo, which I've slightly modified, ends up doing about 6.6K of damage. It doesn't leave me in a great position afterwards and I'm having trouble figuring out how to stick a reset in it, but I can do it consistently. One thing I am happy with is my blocking and grabs from blocking. Getting beat on by good players taught me how to block better.

Dat panic doe....gets me every time. When I do get caught in combos and resets, I am still trying to block, hoping for something where I can regain control to stop the damage. But when it's a bloodbath, I find myself button mashing
 
My baby combo, which I've slightly modified, ends up doing about 6.6K of damage.
If your combo variation is the s.mp c.hp > j.mp j.hk H Bypass M bypass EKG, there is no way it actually does 6.6k damage. Throwing s.mp in any combo starter chain scales her damage to crap. Using j.mp to start your first air chain is also not optimal for the same reason. In addition, you want to save using j.mp as your main ADC (air dash cancel) combo extender and not risk triggering IPS later on. Also, please note damage notation is based on when the damage multiplier is 1.0. This is applied on teams of 1v1, 2v2, 3v2, and 3v1. So really your combo does like 3k-4k.

It doesn't leave me in a great position afterwards and I'm having trouble figuring out how to stick a reset in it, but I can do it consistently.
Ending combos in EKG will always sacrifice position for damage. I wouldn't worry about resets right now since you're not hitting your bnb 100% of the time. (also Val air resets aren't beginner level and air grab resets require you to learn a completely different combo) Your combo has to be something that you cannot drop ever unless if an act of God or an insane lag switch occurs. The Gootecks method of learning combos is to break it down into as many chunks as possible, and then practicing each particular chunk until you can do it 10 times in a row.

So with the baby combo, your current chunks are:

(ground chain) c.lk c.mk c.hp
(air chain) j.hp xx H bypass, M bypass
EKG

Having trouble getting c.hp > j.hp to combo? just chunk that down and practice those 2 moves until you can combo them 10 times in a row. Can't land H bypass > M bypass? Just go straight into launcher and practice the air chain.

When practicing combos, always set the dummy to block after the first hit and to always ground tech backward. When you feel like you have it down in training mode, practice it against low level AI so you can get comfortable doing it in a match.

Once you're there, the following combo does 6.3k damage:
c.lk c.mk c.hp
j.hp xx H Bypass AD (air dash) j.hp xx M bypass
*land* ground dash OTG s.lk s.hp
j.hk H Bypass EKG

It's a big step up from the baby combo, but it has a lot of things to get used to the SG combo system: ground chain/air chain/ground chain/other air chain that uses different button starters to avoid IPS trigger, OTGs, and air dashes.
It doesn't have the ADCs and rejumps that are vital to Val's extended combos, but those are some things to work on later when your execution is built up.
 
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If your combo variation is the s.mp c.hp > j.mp j.hk H Bypass M bypass EKG, there is no way it actually does 6.6k damage.

I know this...I'm not sure what I was thinking when I typed out that combo. I still use the baby combo, with a different button from time to time. Currently, I'm still not even worried about IPS or undizzy or anything else

The Gootecks method of learning combos is to break it down into as many chunks as possible, and then practicing each particular chunk until you can do it 10 times in a row.

I have the worst time trying to break up a combo so I can start learning it. I greatly appreciate it whenever someone does this for me

So with the baby combo, your current chunks are:

(ground chain) c.lk c.mk c.hp
(air chain) j.hp xx H bypass, M bypass
EKG

That j.HP has been giving my problems since I started learning combos, but I may be ready to tackle it in the training room

Once you're there, the following combo does 6.3k damage:
c.lk c.mk c.hp
j.hp xx H Bypass AD (air dash) j.hp xx M bypass
*land* ground dash OTG s.lk s.hp
j.hk H Bypass EKG

Yea...this one definitely looks intimidating to me. But this looks like that it is broken up into chunks. If so....I have a lot of work to do, but at least it's laid out.

Again, thank you so much for taking the time to follow my thread and for giving such detailed advice. It's been a huge help, and some of that help is starting to show
 
ground dash is literally dash forward once you hit the ground.

OTGs are a form of combo extensions. Once your opponent is in a knockdown state you are allowed to hit them Off The Ground(OTG) for given period of time. In SG, you can only do it once, use any button to OTG, and the window is signified by a purple/pink circle once the opponent hits the ground. A blue circle means the character can ground tech and can only be OTG'd when he/she doesn't do it. Most people do ground tech since it helps them get some positioning, so it's best not to consider it as a combo option. Any combo that requires a blue OTG is considered an untrue combo.

I'll post a vid of what the combo looks like when I get home from work.
 
Another huge thanks to Fedora Ninja for the words of wisdom. It will take a lot of time to master just what is in previous posts (and the combo posted right above this one), but any improvement feels nice. Today was a good Monday in the lobbies

And a big GG to Lord Horse V
 

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i definitely think you should try to charge your vials a bit more often!
also, after your j.hk hit into bypass, you can chain another bypass. i'd recommend learning a combo that lets you pick the combo back up off the ground after you lose OTG.
i found that in my time playing val, some of her best resets were her grabs, so you could abuse those a lot.
you started using dead cross more often in the air, which is an essential part of her neutral, so keep on using it.

i'm not a val expert, but that's just my two cents. take it from a pro like fedora or cloudking.
 
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i definitely think you should try to charge your vials a bit more often!

That is one of the many things on the list of things to do

also, after your j.hk hit into bypass, you can chain another bypass. i'd recommend learning a combo that lets you pick the combo back up off the ground after you lose OTG.

@Fedora_Ninja gave me a combo to work on that has all of that. I just got it a couple days ago, and it's nowhere near ready for a match


i'm not a val expert, but that's just my two cents. take it from a pro like fedora or cloudking.

Again, @Fedora_Ninja has been so nice by giving so much time to help me out. watching him play is crazy
 
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So here are my matches from today's Get GR8 meetup (my matches begin at the 1 hour, 1 minute mark) Come see me use a xx H. Bypass to beat Cerabella's Diamonds are Forever to get my first legit Get GR8 match win

...yes, I know what I said
...and yep, you read that correctly

https://www.twitch.tv/skullgirls_get_gr8/v/56821299
 
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If you try to run that situation all over again in training mode, you'll realize how lucky that game winning trade is. Position yourself at about the same distance from that match and create a save state. Then set the dummy cerebella on record, and record her doing 2 light punches (for timing purposes), and then do her lvl3. Set the select button to do both reload state and playback the recording. With Val, try and play around with different timings with bypass to find how consistently you can make the lvl3 and bypass trade.

Anyways, you'll find that if you waited any later you would have been eating rocks to the face. And if that trade wasn't game winning, it's not worth eating a lvl3 for. Actually, having the risk of eating a lvl3 when trying to punish is really unnecessary. A safer and more guaranteed punish in that situation would be to EKG after/during end of the superflash. Val goes right through the projectile due to the invul frames and hits bella before she recovers. However in teams, they could react an DHC with another invul move of their own, so be careful. You could have also just held up to avoid the lvl3 altogether. With all of his meter gone, and you being in the life lead, there's no real reason to panic and scramble. You could have lamed it out and just kept throwing dead crosses at em till he died.
 
If you try to run that situation all over again in training mode, you'll realize how lucky that game winning trade is

I've pulled it off before without taking any damage. But yes, the word for today is 'lucky'. That ending was schananagins, and I shouldn't count on that to pull off wins....but I'll take that one. Overall that first match was by far my best match ever, and a win is a win.