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

experienced players know to punish with superjump air grab.
Hi, you said this twice.

The WORST blocked air scalpels ever is, if you are point blank and miss with all but the topmost few, is -13. Bad recovery is -11, average is -8, and the higher/deeper you are, the better it is from that. Frame-perfect sj airgrab is 4 jump startup + 7f grab startup = 11f startup, which will not punish any of those except the -13 version, which does not happen off a blocked Bypass and rarely happens otherwise.
So I suggest you stop saying that, since it's not a punish. :^P
 
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After an unusually rough day in SG, I was so confused as to what was going on. Moves,sequences of moves, and strategies just weren't happening. Turns out, it's a physical issue. Violence in video games is a real danger, yo [emoji1]
 
As I get ready for today's Get GR8, I realize that I am unable to pull off my new combo in an online fight when I need it. I have no problem doing it in the training room, but I'm yet to be able to pull it off in an online match with any level of consistency. Also, both wrists now have the same pain. It's still kinda funny that it's because of video games. This new wall I've hit is a tough one (LOOK WHAT IT DID TO ME PHYSICALLY lol)

Kinda sorta really hoping for a miracle
 
Well, today's Get GR8 was a little bit of a letdown. It is clear that I am having wrist problems. I work with my hands, so they never get a break. It was a tough matchup, but I didn't crack under pressure like I used to. I've found a way to not let the nerves of a meetup get to me. But it's clear that I have taken solo Valentine as far as I can go for now. After watching a ton of matches, and watching friends, I've decided that I will pick up Ms. Fortune.

I must like doing things the hard way

Step 1. Tutorial for Ms. Fortune....20 times

Where can I find a couple of baby / potato combos? I've seen many Ms. Fortune combos, but they are huge ones
 
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After Sleeping on this idea, I've realized that this may not be a terrible idea. I derp'd through the story mode with Ms. Fortune on sleepwalk just to get familiar with her movement, and actually liked playing her. I love Valentine because of her speed, and Ms. Fortune feels like a good fit. Now...to learning move sets and combos:

Let's start REALLY simple:

c.LK > c.MP > HP > QCF+HP x3 (Cat Scratch or Rekka) OR cancel the last HP into QCF+PP (Cat Scratch Fever)

how about another...

c.LK > MK >HK > QCF+HP x2 > Down + K
> Dash > LP > LP > MP > MK > HP
> QCF + HP x3 > QCF + PP ( Cat Scratch Fever)

...OKAY. If I can get halfway decent with Valentine, I can learn Ms. Fortune. This will either be a diaster, or complete genius.
 
I pose a question for everyone:

When everyone here picked up their second character to learn, did you improve with your first character in any way?
When I picked up Big Band, I kept on playing Beowulf. I couldn't detach myself to work on Big Band. So yes. Even at this point I've barely put much work into Big Band.
 
When I picked up Big Band, I kept on playing Beowulf. I couldn't detach myself to work on Big Band. So yes. Even at this point I've barely put much work into Big Band.

I've been dreading the day I would start moving away from Solo Val, but I think it's the best decision I've made in Skullgirls. Because Ms. Fortune requires a lot of analog stick inputs, I saw an instant improvement in my consistency for Valentine. And learning combos with character #2 (7-10 move combos...not exactly barn burners) have taken much less time to learn
 
I've been dreading the day I would start moving away from Solo Val, but I think it's the best decision I've made in Skullgirls. Because Ms. Fortune requires a lot of analog stick inputs, I saw an instant improvement in my consistency for Valentine. And learning combos with character #2 (7-10 move combos...not exactly barn burners) have taken much less time to learn
Yeah same thing happened to me. As I started testing out other characters and learing their combos I noticed my inputs improving.
 
I'm quite sure I've seen one somewhere. Your team is perfectly fine at this point. If you want to be like other Val and support teams. People usually get a lock down assist to help Val charge a vial, pressure, etc. But as I said no need to worry about your team. Just play what you want.
 
The most common assists for Val are 1. A dp (some move with invincible start up that anti airs) 2. Lock down (for continuous pressure and vial load combos. Also them blocking = them not playing). I run beat extend(dp) and H Lock n Load (high damage combo extender that I can use to confirm off any stray s.hp)

I actually started with playing bella. I wanted to play Val, but I thought her combos were complicated back then (esp since she didn't have the air bypass combos and it was all rejumps and air dash cancels) so I played Bella, who was my 2nd fav and has a simpler bnb, command grabs, and tools for almost every situation.
 
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I wanted to play Val, but I thought her combos were complicated back then (esp since she didn't have the air bypass combos and it was all rejumps and air dash cancels) so I played Bella, who was my 2nd fav and has a simpler bnb, command grabs, and tools for almost every situation.

I knew Val's combos were complicated, but I had no clue how difficult they were compared to other characters until this weekend. Ms. Fortune's are just as complicated, but she was the only other character that felt natural to play with. On the upside, I do have lots of practice with complicated combos.

I use your most recent Val combo every match. I thank you so much for that. I'm actually searching for a slightly bigger combo to learn for this week's Get GR8
 
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as i started playing double, i instantly got better with her than i was with val for unknow reasons
 
Last night, I rage quit Slapfest. Not because I had an issue with it, but because I have no business there. It's super casual, which really means 'every player for themselves'. Absolutely nothing wrong with Slapfest. The issue, again, is with me, and my current skill level. I was taking the place of someone who could hold their own in a group like that. Right now, for a chance at getting some confidence back, it's time to take Get GR8 more seriously than I am (which I already put a ton of effort in to).

One thing I did notice was that on the rare occasion I got hits in, I was able to convert into combos without dropping them anymore. So it seems about time to beef up my Val play before I forget about her in favor of Ms. Fortune.

New combo goal:
 
Pro tip from a beginner: If things just aren't going your way in the game, put it down for a little bit. Take some time to play other games, or even step out. I am the type of gamer who will slug out a game for weeks and months until I finally have cracked it. Sometimes, this doesn't work...and can even make a hard time more difficult.

I haven't been playing QUITE as much as I have been this week, but I feel like it was a good thing to do. Reaching your goals in a 2D fighter is a marathon. You aren't the fastest runner. You're probably a really slow runner. Let's be honest: that fat 55 year old just passed you, and he is laughing at you. But that is okay. The marathon has just begun, and the beginner has the most to gain.

Seeing Skullgirls like this has turned my perspective around for the better. And for the first time in weeks, I feel like I have actually improved a little bit.
 
Today, I took my fist overall win (2/3 matches) at Get GR8! I stopped being so hard on myself and it paid off. There were dropped combos everywhere, but I did a great job of applying pressure and successfully blocked most of the time.

In the commentary, though, people thought I didn't know a combo at all. At first, I was confused. But then I realized that they were referring to the fact that I do not know how to reset am opponent.

Nope. No clue.

So learning how to do a combo with a reset is my next objective. I will need help with this, because I have no idea where to start
 
So learning how to do a combo with a reset is my next objective. I will need help with this, because I have no idea where to start

Take any combo. Find out which button restands the enemy and still leaves you plus. Drop your combo there and low/grab them.
 
Wait. Is it really that easy figuring out your first reset?
Reset is just dropping your combo and hitting the opponent in a way that will open them up.
It can be as simple or as complicated as you'd like.

Just drop your combo then analyze your options.

- High
- Low
- Throw
- Command Grab
- Cross Up (Over)
- Cross Under​

See which ones you have, and then go for it.
You want to aim to pick the option that will hit the opponent, not just whatever one is 'best' because that makes it really easy to avoid.

If you play Valentine you can use ADC jHP to easily cross over the opponent and hit them with a cross up high that they have to block the other way from different points in your combo.
You can drop your combo with cLP into a low / throw... simple stuff.

Valentine can hit people high incredibly fast by starting a backdash, then cancling the backdash into an air dash (Because she is airborne while airdashing) then canceling the airdash into jLK.
It's about as fast as Filia and Fortune IAD overheads.
 
Yeah, I personally feel a lot of players when they are in a reset do not tend to block IAD overheads, something that both Val and Fortune can do pretty well. I'm not sure about any Val Cross Unders but Fortune has a couple especially with her head acting as backup. I personally wish I can help you but, I really only play three characters... oh and never forget this:

"Sweep all Solo Big Bands who play online. You know they just want to use Brass Knuckles, so just sweep em everytime you feel they are going to reversal a Brass."

I atleast hope that helps you.
 
"Sweep all Solo Big Bands who play online. You know they just want to use Brass Knuckles, so just sweep em everytime you feel they are going to reversal a Brass."

I atleast hope that helps you.

If you could answer a dumb question , it would be some help:

I hear people using the term "Sweep" all the time. What does that mean? I have no idea what people are talking about, and I may be missing out on something useful
 
Sweeps are normals that break armor. Most people have their sweeps as cr.hk.
 
oh Sweep is cr.hk in most 2d fighters. Sweeping will result in a knockdown and gives you positioning key in crossing up the opponent. Now in SG pretty much all the characters sweeping move is cr.hk, the exception is Robo Fortune where her sweep is cr.mk and Fukua's Lk Clone Shadow. Sweeps in SG don't result in If you are juggling an opponent and hit them with the sweep they will be in an invulnerable state so any move after that sweep will not connect and the opponent will be able to ground tech. Sweeping can play roles in setting up Tech Bursts where the opponent is in a situation where they can burst out of a combo due to Undizzy or IPS but due to them being sweeped their ground tech input will be counted as a burst input instead resulting in a free burst bait.


If you don't have time to sweep an armored move you can always just use a quick multi-hitting move like Fortune's s.mp and Val's normals.
 
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Sweeping can play roles in setting up Tech Bursts where the opponent is in a situation where they can burst out of a combo due to Undizzy or IPS but due to them being sweeped their ground tech input will be counted as a burst input instead resulting in a free burst bait.
This isn't the case from sweeps.
That exists for air hits that knockdown and allow techs like Parasouls jHP and Filia's jHK.

"Sweep all Solo Big Bands who play online. You know they just want to use Brass Knuckles, so just sweep em everytime you feel they are going to reversal a Brass."
Just curious, where is this quote from? o.O

@Kyugetsuki
I wouldn't recommend sweeping Band.
SSJ has 2F start up so it is difficult to time a sweep on it, and if you're wrong you get hit by counter hit SSJ which is brutal damage.
If you're on point with your timing then all you get is a soft knockdown and he gets to tech away / towards you.

Most Big Bands will do reversal DP which beats sweep or SSJ which is 2F start up and hard to time, compared to the long start up of H Brass which tends to get its armour shredded.

Also, other things that shatter armour in case you are curious include:

Double's Cilia Slide
Robo-Fortune's Mine
Fortune's Cat Slide
Valentine's Counter

and ANY hitgrab, which are moves that when they make contact with the opponent and are not blocked, apply a grab which shatters armour.
(Fukua Level 3, Beowulf chairless sHP + jHP, Parasoul's Egret Bike, All of Painwheels Buer attacks + Thresher...)
 
You can't get Tech Bursts from sweeps? whoops.

And the quote is from Twerk back in the day when I used to pester him from time to time with my Band. [I still think Band is one of his problem characters... but then again idk..]
 
Check it out! My first reset!

...I really hope this is a proper reset. If for some reason this isn't, please explain why it is not. After the j. MK, which gives me +4 in this case, I land behind the dummy and perform the grab (which I am calling my reset). The purpose of this exercise was to place a reset into my current combo, and be able to complete the whole thing. I wasn't concerned with damage or anything else

 
you can TK air grab as well, or do a cross under air rest with a back dash into air dash j.hp, since j.hp has a huge hitbox it should also count as a cross up in that situation.

over all it's good that you are putting resets into your gameplan.
 
you can TK air grab as well, or do a cross under air rest with a back dash into air dash j.hp, since j.hp has a huge hitbox it should also count as a cross up in that situation.

over all it's good that you are putting resets into your gameplan.

Everything you said kinda went over my head. I'm having to take things on in this game one at a time, and really break it down before progressing. To be honest, I didn't completely understand what a reset was 24 hours ago. I'm just really happy that I was able to come up with this, and begin to make it happen in the training room. I'm hoping that this will be a step forward for my gameplay.
 
ah crud I'm sorry. uh it's good, you're doing good. someone will explain the more comlex stuff a little later. but you got the basics of a reset down so keep doing that for now.
 
ah crud I'm sorry. uh it's good, you're doing good. someone will explain the more comlex stuff a little later. but you got the basics of a reset down so keep doing that for now.
Oh don't be sorry. It's so nice to see so many people have given so much time to help me get to where I'm at now. I wouldn't have made it anywhere without you guys (and girls). I've realized that 2D fighters are a "one step at a time" kind of thing. Today, I took a good step in the right direction
 
Check it out! My first reset!

...I really hope this is a proper reset. If for some reason this isn't, please explain why it is not. After the j. MK, which gives me +4 in this case, I land behind the dummy and perform the grab (which I am calling my reset). The purpose of this exercise was to place a reset into my current combo, and be able to complete the whole thing. I wasn't concerned with damage or anything else
This is cool!
Something you should keep in mind though is that you are +4 after she recovers in the air.
This means that the time you spend falling, landing, and doing your grab is time where Parasoul is able to act because that all takes longer than 4 frames.

This leads to a situation like this:


As far as the cross under air grab goes, you're actually negative if you attempt that so she can just hit you with any falling button.

If you were to do the same reset from say a falling jLP/jMP/jLK, you'd land on the ground and be able to start the throw just as she is leaving hitstun, leaving too little of a gap for her to hit a jab and counter hit you.
You want to try and set up your resets to be frame traps.

But yes, that is a reset, and it would even hit a player who is respecting you and scared to hit a button!
But I just thought I'd point this out to help with the learning.
 
If you were to do the same reset from say a falling jLP/jMP/jLK, you'd land on the ground and be able to start the throw just as she is leaving hitstun, leaving too little of a gap for her to hit a jab and counter hit you.
You want to try and set up your resets to be frame traps.

So replacing the j. MK with a j. MP would be a good idea? The j. MK was the first thing I tried that left me with a "+", so I did just stop there and went with it. And from what you are saying, I gather "frame traps" means that opponents are left in situations where they could not escape my combos and resets if the frame matchups prevented them from leaving hitstun (as long as I don't drop my combos). Is that accurate?
 
So replacing the j. MK with a j. MP would be a good idea? The j. MK was the first thing I tried that left me with a "+", so I did just stop there and went with it. And from what you are saying, I gather "frame traps" means that opponents are left in situations where they could not escape my combos and resets if the frame matchups prevented them from leaving hitstun (as long as I don't drop my combos). Is that accurate?
Frame Traps are a scenario where the opponent does not have enough frames after leaving blockstun or hitstun to start their own move and hit the opponent.

If they try to hit a button and smack the opponent, they will start up the normal but not be able to get it out in time, which gets them counter hit (which subtracts points from the undizzy bar and that hit does x1.5 damage).

You have to leave a gap in your blockstring or combo to let them hit a button since they can't attack in blockstun or hitstun, but it's a planned gap just big enough to hit a button but not be able to finish it.
It's a bait.
It's a frame 'trap'.

An example is doing Valentines Jab, then doing a tiny little gap before doing the second hit of the jab.
The only way for the opponent to hit you in these situations is usually to reversal, because those will go through the next hit and punish the opponent.

You want to set up our resets like this so that the only option your opponent has is BLOCK or REVERSAL..
For the most part.

There's still plenty of non frame trap resets used in high level, but you have to train your opponent to not mash buttons wildly first.

To set up that reset as a frame trap, perhaps something like, cHP jHP jHK x H Bypass ... M Bypass, ADC jMP land Throw / cLK would do it.