Great post, if anyone new to this game, or fighting games in general is reading this, if you could learn and focus on only one thing it would be blocking or defense. A lot of time I’ll play casual players, and they will never block low, never block high or never tech grabs.** Learn defense or you will get opened up and you will lose. **
Alright! Barring any other changes the guide is now done! Ideas on what else to tell the new peeps?
^This. I’m new to fighters in general and have been working on my defense. Kinda hard for me to learn though when I don’t have many to play with and the training mode doesn’t allow to change CPU stuff. I’m getting there though. Thanks for this thread guitalex I’m sure it’ll help me get better than I am now.
Yeah, a bummer you don’t have many people to play with, I really helped one of my friends who’s new to the genre or whatever. We just went into training mode, and I did some Parasoul mixups, and made them progressively harder each time, first I would just do all lows and mids, but then and overhead and lows, then overhead, low, overhead, then low low mid, grab, and so forth, you need to really be able to learn how to block if you are playing fighting games, if you can’t block or tech you are basically wasting your time. I think another key aspect is being patient, people play against Peacock and aren’t patient, they stop blocking and they get blown up.
Yeah I learned that the hard way. Now I’m just having trouble finding someone willing to help out. I’ll probably just play some unranked matches and just block the whole time just to get some practice in lol.
I tried this exact thing in marvel and it didn’t help me at all. What did help was learning when to block by playing people with weak mixups when SG just came out, then gradually learning which way to block as people developed stronger mixups.
How about tips helping organize your training time? Like what and how should you practice? Which game modes can help with what skills etc.
Also character-specific basics will be dope too. Isn’t it too much to ask? =3
Hmm. Well I definitely can work on SOMETHING character-specific, maybe to get people started. But I am in no way good at 7 of the characters in the game, so it will likely be based on what people have done against me or in streams.
Although the organizing your training time thing sounds good. I’ll start on that.
Good training regimen stuff would be good. Also, is the intent for this guide to eventually be up on the wiki? I ask because there are a lot of good opportunities to go on tangents (Which could be side-barred or a seperate link), and also pictures. Because that’s an intimidating amount of text and some visuals would help seperate out and itemize other areas, could also add context to some of the subject matter. Things like AA spacing / Cross ups are a character specific field, but even some general images demonstrating the principal might help.
That being said, I haven’t even read the whole damn thing yet but it’s already pretty promising so far! If I catch anything, I’ll post it later.
Okay! Also there was good post in the vein of current discussion:
It’s a good idea and QETZL made right points too. If you’ll make a wiki article(s) from your guide it’ll be awesome. Also new players would probably stay there after reading your beginner guide and start self-education process. Oh, and your guide won’t lost that way. Plenty of benefits IMO =]
Oh, and screencaps will be handy indeed!
Good training idea for new person:
Start with doing 20 straight motions (with appropriate P or K per character) of fdp , bdp, qcf, qcb, b to f, and f to b. You have to hit it 20 consecutive times or reset the number of times you’ve done it.
Then go to simple combos (ie Cerebella LP, MP, HP xx qcf + LP), still about 10-20 consecutive times.
Then just make up combos that involve more motions. (ie Cerebella cLK, cMP, cHP xx fdp + LK + LP)
Once comfortable enough with motion, look up mid-screen and corner bread and butter combos online, write them down, and just practice those, focusing on specific sections if possible and needed.
The 20 consecutive in a row really helps. Practicing those with Cerebella’s grabs (especially fdp grab) helps tell you if you’re missing a step or inputting a qcf rather than a fdp. I’m confident that I could do the ultra motions in SSF4 after doing that routine a few days.
Hmmm… Actual exercise that newb can do? I thought I’ll never live till this moment. I’d like to see more practical advices like this one in the future.
Outside of [Do x amount of times, restart the count when messing up], you can also (when the new patch comes in) record a very long dummy string that has attempted high and lows with throws in between to get used to defending. Of course you’ll know whats coming so maybe you’ll need to get someone else to do it, or make it really random, OR do it and go and do something else for a little while and comeback to it.
With Fortune, you could try a combination of:
[IADj.LK>j.MK(2)>MKAxe>c.LK>etc][Four highs to low or throw]
[IADj.LK>j.MK(1/2)>j.HK(instantly lands>c.LK>etc][Highs to surprise low or throw]
[IOHj.LK>airdash>j.LK>j.MP>c.LK][Instant/triple overhead>low or throw.]
[IADj.HP>land>Go into the IOH above or c.LK][2D Fuzzy Guard or Low yo]
[Cross-up j.HP or sjIADj.LP>LKAxe][Cross-up High]
[c.LK>etc/delay~throw][Basic low into stuff or tick throw]
Any of those with random things in between. IADj.HP>land>IADj.HP>Land>low/throw, double crossups, a long block string ending with LKFiber~LK(whiff) ADj.HP, maybe even remove her head and do some really silly Things. stuff>s.HK(hits head>jump cancel>IAD mixups, or going into Rekkas and doing the high or low follow-ups. And then you can do head call and try a throw setup.
And then you can practice blocking resets! This is one of the best uses of record modes.
Okay! Production of educational stuff was slowed down because of patch. Now when it’s out and in-game tutorials are more extensive we can try and come up with more tutorial articles and vids. I’m pretty sure that after PC release our playerbase’ll become larger and it’s safe to assume that PC players have less experience with FGs then console ones. So it’ll be good for SG community to prepare warm welcome for those guys when port will be ready. So guys, what do you think?
I’m working (right now been brainstorming) a video on how to get into fighting games with Skullgirls for people (like me) who only had a casual interest in the genre. Unfortunately other work has has priority right now, but I’m shooting to have it done by next weekend. It would mainly cover the super basics and try to explain things a bit more deeply (addition/alternative terms, where to go if you’re stuck, how to ask for help, things like that) than the current tutorial. The main goal will to be to point these potential players in the right direction. I would really love some additional help! I absolutely want to include links to other videos, threads, and such that would be helpful to new/poor players.
So after horrifically sucking a ton in training mode I’ve come to the conclusion that a lot of people can’t get deep into games such as these because failing to do combos for 5 hours is frustrating, and at the end you feel no better than when you started at it. Not to mention the frustration of know what you should do and knowing what you may have had the potential to do mid-match, and merely flubbing at the execution - and it’s not even split-second decision-based execution like SSBM, but a 30 second long muscle memory exercise.
And these aren’t things that are easily practiced during actual matches. It’s not that efficient to attempt to learn combos through actual gameplay, but actual gameplay is where the fun is - many people get bored in training mode excruciatingly quickly. So after countless hours of playing when you’re still isolated to doing relatively short combos, and when looking at the time that was needed to get to where you are now and approximating how long it would take in boring boring training mode to then get to those 20 - 35 second half-a-healthbar+ combos, one just gets the feeling of “What’s the point?”
It’s fun when you can learn as you play. But in SG, you just can’t dish out adequate damage no matter how much footsie/mixup/etc experience you get without wasting away in training mode and still sucking at long combos horrifically after multiple months have elapsed.
what do you consider a long combo? ive got very short, pretty decently damaging combos with painwheel that like ibuki loop back into themselves on hit via reset.
the most basic one is cr.lk,cr.mk,st.hp xx qcf+lk xx fly,df +lk (land)cr.lk,cr.mk,st.hp xx qcf+lp (dash forward) st.lp into multiple path stupid cheap reset
damage: 4100 and if you get a cr.lk reset afterwards that will add up to 8200 which is 2/3rds life 2v2, 1/2 life 3v2… FOR NO METER
not the greatest but for a simple combo not bad either… only does 500 damage less than the bnb reset starter i used all throughout prepatch…
though yes learning the combos can be a daunting… instead just learn really good resets and short combos… hell that style can be pretty good for solo characters since they do so much damage.
Do you really think a player can be satisfied with knowing 1 or 2 short combos and be unable to perform anything longer or even experiment while continuing to be satisfied with their experience?
Especially considering how you can reset in the longer combos anyway, and with many solo characters just have ToD-ed in the first place? SG is a very combo-centered game; the patch did not change that. Sure, you can play with short 3-4k combos, but when others score 8k+ and on a much more consistent basis, having a better game at other aspects will likely still fail to save you. And when it comes to players at equal levels of everything but combo ability, the person who can dish out twice as much damage will be dominating the other. You can only play so long with short combos before you feel the need to move on, but unlike the vast majority of the other aspects of the game, combos are something that have to be tied down to training mode and are a horrifically boring wastes of time where multiple hours yield no noticeable improvement (at least for people like me).
-Oh, and if you actually want some arbitrary definition of long combo, I would probably give a (loose) definition of a combo that last longer than 10 seconds without supers.
My most recent attempt for example; I just want to connect sneeze to fiber upper from Fortune’s air super (and this part alone doesn’t even make up 10% of the full combo that guitalex uploaded recently). I’ve been getting it to hit maybe 10% of the time. I’ve practice for an hour, and I’m still only getting it to hit 10% of the time. That just does not feel satisfying, and does not make me want to continue to play SG.
And if I feel this way, I bet many newcomers would just give up at the whole ordeal.
Yes, someone can be satisfied with only knowing short combos. Combos are still a small part of this game, like all other fighting games, and I don’t see how anything would prevent them from experimenting on their own. You have a really shitty attitude about that. If you can’t do the sneeze, work on other things.
And yes, if someone can deal more damage, they have to actually get in less. That doesn’t necessarily mean they will dominate over someone who deals less damage at a time.
OK first of all, the whole point of posting the videos has never been to discourage people, but instead to show the potential that Fortune still has. I can only hit that TOD less than half the time. Do you have any idea how many times I had to set the camera to record so that I could FINALLY get it right? Dozens. The timing is harder on some characters, so I think you should start with the easiest one: against Peacock.
Now, the second thing is… if you’ll notice the inputs you can see that even when the opponent is behind Fortune, she is still looking the opposite direction. So perhaps the reason you’re unable to get it is because you’re doing the dp motion toward the opponent as opposed to toward the direction Fortune is still facing during the super’s recovery. Additionally, Fortune can control the head as soon as super freeze is done. Look at the vid. I left input display on stick so you can see the motions. Once the super hits I still do dp the direction I started the super in. Otherwise you’ll get a Nom attempt at best (b,d,db would come out).