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Training mode requests

Oh hey, these threads weren't all locked, they were just moved.
Any chance of colored gold squares to show which frames have armor too?
 
Infinite time on character select menu in training lobbies (possibly with grab+start to exit in case of PROBLEMS)
 
So hey, here's an idea. How about the ability to save Presets for Training Mode Options? It can be a little tiresome to go up and down that list to change the same stuff back and forth, so having some Preset Tabs could be a nice time saver. Even a limit of only two or four presets would still be pretty handy.

Actually, right now I use two Training Mode setups between Retail and the Beta, and I'll just switch versions depending on what I want to practice. It's a bit of a hassle, but since the settings are always ready as soon I open the game, it keeps things simple. With Training Option Presets, I'd really never need to do that anymore.
 
What if there was a setting to show hitbox trails to see the effective space a move would occupy while active?
 
What if there was a setting to show hitbox trails to see the effective space a move would occupy while active?
I like that idea, but I don't think it work too well with moves that move like Bella's c.mp.
 
It wouldn't be like how the mouse cursor trail setting works.

It'd just be like an after-image of the active frames that goes away after a set time.
 
@Mike_Z Cursor memory in Training Mode so I can fiddle with doing the same thing with different variations of the same option instead of each time having to click training options, then scroll down to the thing. Maybe also have start auto-move to training options? Since 99% of the time I'm in training mode, those are the things I want access to.
 
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I'm pretty sure if you unpause by pressing Start on the training mode options screen, it'll already do that. That is, remember where the cursor was and go straight into the options. But if you back out of it with Select/Back/whatever, it'll take you back to the regular pause screen.
 
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I'm pretty sure if you unpause by pressing Start on the training mode options screen, it'll already do that. That is, remember where the cursor was and go straight into the options. But if you back out of it with Select/Back/whatever, it'll take you back to the regular pause screen.
This is true I use this all the time
 
Can we have the "as reversal" option include after triggering bursts?
It would be easier to test things with how safe armoring through the burst is with big band. Among other things.
 
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Can it be possible for the dummy recording to last through "Play Again" and "Change Characters"? I was testing upback+BB assist and how it differed with different characters as far as how I deal with it is concerned, and it was a bit of a pain recording upback+assist over and over again for them.
 
I've been setting the dummy to try hold away from the point character on reversal, to block on reversal with inputs, but if it's 1f reset or a meaty, the dummy fails to block the attack in time. I don't know why they can do an invulnerable attack on the first available frame and avoid damage, but not block on the first available frame. Pls fix.

Also I'd like to request the ground tech options include the ability to set the opponent to tech on the first available bounce, second available bounce, and not tech. As it is, I can only test setups that have the opponent tech on their first available groundbounce for blue knockdown only moves.

I can simulate it with purple knockdown moves by not using up the OTG first, but that won't be accurate for purple knockdown moves directly after using an otg.

Perhaps have it split into two training mode options like

Ground Tech Direction: Forward, Back, Random
Ground Tech Timing: 1st, 2nd, None, Random.
 
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I'd like an option to turn off which player's Button inputs are being shown. Like, in the photo Below, using "Show all" puts an input list and a Stick graphic for Player 2, which gets annoying when making a video of a combo and the dummy is flailing about on their pretend stick. Also I kinda understand why the Input list for P2 is up there, but it's kinda in the way.
Skullgirls 2015-04-08 18-03-58-705.jpg
 
@ClarenceMage


Wow, we're like brothers or something. I was having the exact same issue in training mode yesterday... Very annoying.
 
I don't know if this could be considered a bug, probably not

I think it should be possible to do more total damage than the opponent has health, (the only way to do this currently is to set "death allowed" to yes, and then press some buttons before they become uncomboable)
Currently the damage counter just stops increasing even if you keep hitting them when they have no health left, which prevents the exploration of such things as "what is the highest theoretical damage in a single combo without infinite meter"
How about it
 
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It does that sometimes when you have "Death Allowed" on, specially some supers that keep going even after you've hit 0. It'll then go negative after the last hit happens..
 
@Mike_Z Could we get an overlay players could manually type combos into to have them on the screen when trying to learn them? Basically like ASW's challenge mode without being a separate mode that tracks the player but is more useful in the long run.
 
I think there should be a marker for every five frames in the top bar with advanced attack data, if counting it wasn't so hard that bar would be the best thing.
 
If possible, can there be like a recovery frames bar similar to the hitstun bar?
Something that can visually show that X move is punishable for Y long. It'd be helpful for new players to learn punish windows, especially on things like cerebella's blocked/whiffed pummel horse.

Frame data is nice, but having a visual representation like the hitstun bar would be kinda cool and simpler to explain. It could probably be also included in a tutorial maybe.

Edit: oh and Big Band's drop kick. it can help people learn the timing for the earliest ground tech/ latest punish.
 
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I don't know if this was done already or not but was input display ever implemented for online training lobbies. And if not could we have that option?

Edit: I realize this is WAYYYYY late for making requests. Just answering the question is fine for me.
 
I don't know if this was done already or not but was input display ever implemented for online training lobbies. And if not could we have that option?
Edit: I realize this is WAYYYYY late for making requests. Just answering the question is fine for me.
It was not added because I have no idea how well it would work with GGPO since it doesn't get saved or rolled back, because it wasn't initially implemented in an environment that had to care about that, and doing that is MUCH more work.
It would also have to be always or never, and since it could be annoying I prefer never. I went with the minimum options that let you play forever.
 
How about having an option to fight Marie in training mode. That way you can train for whatever difficulty you plan on fighting Marie on with a specific character
 
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How about having an option to fight Marie in training mode. That way you can train for whatever difficulty you plan on fighting Marie on with a specific character
Not likely, sorry. Though, in Story Mode only, I did make her 2 difficulty levels easier than whatever you chose (Sleepwalk/Easy/Normal/Hard/Ridiculous/Nightmare -> Sleepwalk/Sleepwalk/Sleepwalk/Easy/Normal/Hard).
 
How tricky would it be to add a delay to training dummy pushblocks, like the one for bursts? Having the latter made me realize a similar one for pushblocks would be useful indeed.
 
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Similarly, a delay for "as reversal" would be nice as well.
 
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I would second the Marie training. She's really good for practicing DPs under pressure with Bella. Currently, the best way to do that is to enable Typing of the Skullgirls and reach her normally, which can take a bit of time if you're playing alone.
 
Well, if this thread's being responded to, I'll reinstate my request for a "Mirror P1" option for training dummy state. Mostly a fun thing, but it can be hard to get both characters to do a super on the same frame, so it would have its uses beyond being extremely fun to dick around with. And as a bonus, it's probably easy as pie to implement.