Morning folks, just another newbie posting for advice.
I'm coming from a relatively non-fighter background (RPGs mostly, Smash and Project X Zone are about as close as I've gotten, also RTS player) and I'm looking to get into Skullgirls on PC with my Steam controller. The trouble is I'm about as coordinated as a pyramid of jello cubes. Consistent execution of moves has always been a problem for me since the early days of Street Fighter 2 growing up. I know the motions, but either I'm executing them ridiculously fast or far too slow, because most of the time I end up with the normal attack rather than the special I was going for. I'm not really planning on being a tournament player, I just want to be able to hold my own online or against friends. I'm good at keeping order of operation in mind and basically don't stress, so I've got that going for me. Also I'm a good blocker. At least got that right all those years ago.
Thus far I've been practicing Filia in training. I'm familiar with the concept of chunking moves, so I've got a basic combo string memorised (sLP>sLK>sMK>sHP jump jLP>jLK>jMK>H Airball>Gregor) after only a couple hours of practice. Either chunk I can execute properly while distracted and watching videos or reading a minimum of 10 times in a row. The issue as I mentioned is execution, as I seem to only get the first three attacks of the air chunk successfully when I put them together. Half the time I get a jHK, the other half I don't connect with most of the H Airball and the dummy starts blocking because it falls faster than I do. Showing the input list I'm flailing correctly, it's just not registering. >\
Character wise I'm a sucker for style. Filia has some nice combos from tournament VODs so I've been playing around with her, but Beowulf is my interest focus. Problem is I can't seem to do more than 3-4 hit combos with him, and I'm generally trash. I'm also a fan of Squigly, but I haven't looked into her very much mechanically. Parasoul is also stylewise appealing, but I've been terrible with charge characters and I feel I'd need a pro to spoon feed me on proper usage. >P
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I'm the sort of person who likes to understand why I'm doing a thing, and I'm a fan of mechanics analysis, so blindly learning combos is rather frustrating. I understand IPS, hit/block stun, and recovery times at a 1km overview level; but not on the mechanical level. I've never gotten beyond filthy casual in the past. Besides flailing ineffectually in MvC2 as Strider in college for approximately $5 worth of gameplay over 3 years, I've never really played a game that did combo tracking or assists.
I'm coming from a relatively non-fighter background (RPGs mostly, Smash and Project X Zone are about as close as I've gotten, also RTS player) and I'm looking to get into Skullgirls on PC with my Steam controller. The trouble is I'm about as coordinated as a pyramid of jello cubes. Consistent execution of moves has always been a problem for me since the early days of Street Fighter 2 growing up. I know the motions, but either I'm executing them ridiculously fast or far too slow, because most of the time I end up with the normal attack rather than the special I was going for. I'm not really planning on being a tournament player, I just want to be able to hold my own online or against friends. I'm good at keeping order of operation in mind and basically don't stress, so I've got that going for me. Also I'm a good blocker. At least got that right all those years ago.
Thus far I've been practicing Filia in training. I'm familiar with the concept of chunking moves, so I've got a basic combo string memorised (sLP>sLK>sMK>sHP jump jLP>jLK>jMK>H Airball>Gregor) after only a couple hours of practice. Either chunk I can execute properly while distracted and watching videos or reading a minimum of 10 times in a row. The issue as I mentioned is execution, as I seem to only get the first three attacks of the air chunk successfully when I put them together. Half the time I get a jHK, the other half I don't connect with most of the H Airball and the dummy starts blocking because it falls faster than I do. Showing the input list I'm flailing correctly, it's just not registering. >\
Character wise I'm a sucker for style. Filia has some nice combos from tournament VODs so I've been playing around with her, but Beowulf is my interest focus. Problem is I can't seem to do more than 3-4 hit combos with him, and I'm generally trash. I'm also a fan of Squigly, but I haven't looked into her very much mechanically. Parasoul is also stylewise appealing, but I've been terrible with charge characters and I feel I'd need a pro to spoon feed me on proper usage. >P
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I'm the sort of person who likes to understand why I'm doing a thing, and I'm a fan of mechanics analysis, so blindly learning combos is rather frustrating. I understand IPS, hit/block stun, and recovery times at a 1km overview level; but not on the mechanical level. I've never gotten beyond filthy casual in the past. Besides flailing ineffectually in MvC2 as Strider in college for approximately $5 worth of gameplay over 3 years, I've never really played a game that did combo tracking or assists.