Playing fighting games with a 360 controller




















Round 1 - let's do this! Updated on June 14th, by Derek Draven: As mentioned in our updated intro, we've added a few more mentions to our list of the best fighting game controllers you can pick up right now. Some are obviously tuned towards fighting titles, while others might not look like they can do the job, yet are more than up to the task! Whatever the case, you're spoiled for choices. One might think that 8BitDo's take on the classic SNES controller would be a bad fit for fighting games, but that's definitely not the case.

Pulling off fighting game moves is a thing of beauty thanks to the manufacture of the controller. Sega's classic 6-button controller first introduced in the Genesis era is an absolute masterpiece. Fighting game aficionados loved the classic 6-button pad for its arcade-style button layout. The M30's universal support for smartphones, game consoles, and PCs makes it an excellent dedicated fighting gamepad for the masses.

It's hard to top that button layout! Tournament fighters might want to take a look at the Victrix Pro FS, especially if they're constantly on the go. Programmable buttons, a 5ms input latency time, and compatibility with PC, Xbox and PS4 make the Victrix versatile, and handy in a fight! It even has a storage lid which can be lifted up to access swappable components or store the joystick itself when not in use.

Nice touches, all around. And now for something completely different, we present the Brook Sniper Converter! Brook isn't the first company to promise mouse and keyboard functionality in home consoles, but it has been getting rave reviews from gamers who have tried it out. Perhaps the mystery has been solved? This 6-button pad tacks R1 and R2 onto the face of the controller for traditional arcade-style play similar to that of the classic Sega Genesis 6-button pad. While these types of gamepads are nothing new, Mad Catz's focus on ergonomics and a wicked D-Pad makes it a fan favorite among fighting enthusiasts.

Command Throws have very long recovery animations when they don't connect, so you're even more likely to get yourself a hefty combo if you successfully jump out of one! Crossups We touched on this before but blocking crossups is an important skill, even more so then executing your own.

Most characters have at least one aerial attack that hits behind their body far enough that they can hit you in mid-air while jumping over you, forcing you to guess if you have to block left or right.

If you see your opponent jumping over your head at an angle where they will fall on the other side of you or airdashing above your head, that's a key signal to look out for a cross-up and switch which direction you are blocking. This requires knowledge of your opponent's jump-arc, air-dash distances, etc. Look for that range and understand that when you're in that range you may need to switch blocking directions at a moment's notice. Pushblock All of these mixups can be pretty intimidating!

You're being smothered with blockstrings and you know trying to mash buttons is just going to result in a Counterhit. You're blocking things but you can't seem to move. Your opponent's offence is so safe that there's no openings for you to regain momentum. Mixups are extremely powerful and varied in Skullgirls so its only a matter of time before you block wrong and get hit. How do you get out before that happens? Well think back to that tutorial about pushblocking Also called "Reaction Shot" by the tutorial.

By pressing any two punch buttons at once while you're stuck in blockstun, you'll push your opponent away, giving you some room to breath and returning to a more neutral position. Sounds easy right? Sort of A pushblock only gives you its full push-back when its done at the right time. If a multi-hitting move or very tight block string puts you back into blockstun before you finish the pushblock animation, the pushback will be cut short and they'll still be on top of you.

The best times to push block are immediately on the very first attack is blocked or in the small gaps between a medium and a heavy attack or the gap between a heavy attack and a special move where your pushblock will have the most effect usually.

Furthermore, the input for pushblocking is the same as the shortcut for a Dash Not nice. Finally, pushblocking a Punishable attack can accidentally shove your opponent out of a situation where you should have gotten yourself a free combo! Very disappointing. I cannot stress enough how important good pushblocking is to your defensive game. Blocking is great but if you just sit there doing nothing you'll eventually crack under the pressure. Use it, love it, practice it, try not to mess it up.

Invincibility and Super Armor The last line of defence against being mauled by an opponent's offensive pressure is to throw out a move that has temporary Invincibility or Super Armor to try and interrupt somebody's blockstring or beat a jump-in.

Most moves that have these properties are very punishable special moves, like Filia's Updo, or powerful super moves that cost meter. These attacks are risky, and are best saved for when you have a good idea of what your opponent is doing. They're an excellent threat to keep your opponent cautious about how they attack you, but they're extremely easy to punish when they fail. Used sparingly, moves like these keep your opponent from getting too reckless with his offence but become too predictable with doing them and you'll open yourself for a free combo from your opponent.

One of the first things new players want to learn is how to do a combo. This is somewhat misguided. Combos have one primary purpose - To maximize the amount of damage you can get from confirming a hit. Learning a combo won't give you the ability to get that critical first-hit that you need to start the combo, nor will it help keep you from making the mistakes that cause your opponent to hit you with a combo. A combo cannot create opportunities for you. It can only help you exploit openings.

To complicate the situation, learning a combo in training mode is only the first step. Learning how to execute that combo in a real match is a much more difficult skill that can only be learned in the heat of battle.

What is a Combo, really? A combo is a series of attacks that keep your opponent stunned while you do damage to them. Attacks have a thing called "Hitstun" that happens when somebody gets hit, and combos basically boil down to repeatedly hitting a 'hitstunned' opponent and over again so they can't stop you from doing damage to them.

They can't block or move until you complete the combo or mess it up. There are two ways in which we can combo two moves together, Chains which are rapid sequences of moves that follow each other in a specific order and Links which are carefully timed attacks that take advantage of long hitstuns.

Just like with learning to do your special moves, combos should be practised over and over until they can be done on-demand without messing them up.

For beginner players a short, easy, reliable combo is infinitely more useful then a long complicated one that you can barely execute. Find something you can do consistently and gradually improve your combo knowledge with time.

Chains A chain is a series of attacks that are designed to combo into each other by skipping the recovery animation of one move and going directly into the next. Just because a chain works doesn't necessarily mean that it will form a combo, but it usually does. Skullgirls has a universal chain system for every character that determines which moves can be chained into each other. Normals Any Normal can be chained into a higher strength normal. Heavy Normals don't chain backwards but some characters can chain their heavy punch into heavy kick.

Some characters are allowed more freedom with how they chain their normals, like Peacock being able to chain her punch attacks into the same strength kicks but the above works for all characters. Special Moves - All Normal attacks can be chained into any special move. Launcher Every character has at least one Launcher, that's designed to enable Air Combos. A launcher can be cancelled into a Jump if it hits, but not if its blocked. There are all sorts of ways that you can use OTG attacks to extend your combos but most of them involve picking your opponent up off the floor and launching them into the air.

In Skullgirls, any attack that hits close to the floor can OTG. If it looks like it could hit somebody lying on the ground it probably can. During a combo, you can identify an opportunity to OTG by a Pinkish-Red spark that appears under the character as they bounce on the floor. A light-blue coloured bounce is a knockdown that can be tech-rolled aka Ground Recovery and can't be used to extend your combo unless your opponent gets sloppy and doesn't do a ground recovery Very important!

Go re-do tutorial Ch. You are limited to a maximum of one OTG per combo, subsequent knockdowns will always be blue, techable, knockdowns. Links A Link is basically anything that lets you extend a combo that's not a chain. It includes extending a combo from a launcher, wall-bounces, ground bounces, and anything else that lets you "Link" one Chain into the next one. Since they're very character specific, there's no way to cover them here, even in general.

Cancels A Cancel is functionally identical to a Chain and, depending on which game you're playing, are interchangeable terminology but in Skullgirls, there are a few types of cancels that aren't counted as part of a chain by the Infinite Prevention System See Tutorial 4, Chapter 4 for more info on Infinite combos.

Airdash Cancel Is canceling the recovery of an airborn move with your air-dash. Since an air-dash can be cancelled into any normal attack they're very useful for air-combos and maintaining pressure. Jump Cancel is cancelling the recovery of a grounded move by jumping, the key property that makes a Launcher work.

Baby's First Combo Most characters in the game can do a simple combo, just by doing a sequence of normals from light, to heavy, then a special move and then a super move. Cerebella - s. There are plenty of combo videos and other guides you can use to find combos online or you can just try out things and see what works to make your own combos! Execution In fighting game terms, Execution is the ability to make your character do what you want it to without fumbling your inputs and getting some unwanted move that gets you in trouble.

Besides just being important for not messing up your combos and special moves, Execution is important because it lets you pay attention what your opponent is doing , and trust that your character will do what you want it to.

Going head-first into a match without at least practising your special moves, movement and normal attacks is a lot like running full speed ahead while looking at the ground. It may help you make sure that you won't trip over your own feet but ultimately, if you want to be able to see where you're going, you have to be able to trust that your character will move and attack in the way that you want it to. That's why training mode is so important but try not to burn yourself out.

Play some matches, have some fun with the game and come back to Training Mode regularly to smooth out the bumps as you run into problems during matches. Skullgirls places various limits on how long a combo can be and how much damage it can do, so at some point somebody realized that if they intentionally stopped their combo and did another mixup instead, they could 'Reset' the damage scaling and combo limitations and start a new combo!

The combo is broken, the combo-counter starts over and an immediate mixup results in the start of an entirely new combo. This has the potential for massive amounts of damage without your opponent being able to do much of anything at all. That is, of course, provided the start of your new combo connects. If they blocked it you're out of luck. A Reset is a risk. You give up the guaranteed damage from the longer combo in order to gamble that your opponent won't block the mixup.

The reward for a successful reset is a whole lot more damage then you could have gotten by just finishing the combo. Defending Against the Reset Right now, you're just a newbie so doing resets is probably not your best option for getting damage but for future reference its important for you to know about it because people will be doing it to you, a lot.

The first, and most important step to defending yourself against Resets is to realize that they exist. Most new players don't recognize this and, as they are bussy mashing buttons for no reason, assume they were caught in some kind of infinite combo that seems to go on forever. They have no idea that what actually happened was three or more individual combos, put together in a very smart way to make it look seamless and catch the defending player off guard.

The next step is to identify key points at which your opponent has the option of doing a reset. This is different for every character and requires getting hit by a lot of the same reset over and over until you recognize it. This is a lot of trial and error and even the best players have problems with recognizing when a reset is happening. The last step is to realize that a Reset is just a very smart way to create a mixup that your opponent is not expecting.

It can be blocked like any other mixup in the game Thanks for reading this guide! I hope it helped you understand fighting games a little better and that I put you on the path to improvement. I'd just like to take this moment to say Fighting Games are hard. Nobody gets good at fighting games by only fighting people they can beat. Every attack that you realized was unsafe, every mixup you didn't block, every blockstring you thought you could mash you way out of and got counterhit, its all a learning process.

Start every match with the intention to learn and the desire to win and grow as a player and you'll do well, no matter how much of this guide flew over your head. Most importantly, have fun.

If you take your losses in stride and enjoy yourself you're much more likely to come back the next day for more. Nobody likes to lose, but knowing why you lost is the best path to improvement. FX 22 Jun, pm. Great guide, thank you. Game of Throws 26 Feb, pm. I just smash buttons. That's good enough for me. CongenialVirus 7 Jun, pm. Haha 20 dollar Chinesium fights stick go click click click. I'd say that the super cheap arcade paddles are great for like 20 or 30 bucks for deciding if you like the form factor or want to use a controller.

Good guide though. E-Wan 6 Feb, am. Not all heroes wear capes Thank you, good sir. These motions are typically used for moves meant to have a bit more impact than a quarter circle move. Same as the Half Circle Forward, just backwards. These are frequently used for weaker command grabs. Charge moves involve holding back for about a second, then tapping forwards and a button.

You can also hold down-back to charge without moving backwards as you charge. This charge move involves holding down, then tapping up and pressing attack. Like with charge back-forwards you can hold down-back to charge and block at the same time.

This will charge both charge moves simultaneously, so you can choose to use either one. This is the most common super input in fighting games. Tap down twice, simple as it gets. Uncommon input in most games, very common in games by French Bread, such as Melty Blood.

Frequently used as an alternative to the DP input. General 4 Answers How do i do those charge moves? Build 10 Answers How do you defeat Seth? Build 4 Answers Why on the easiest level is it so hard? Main Quest 4 Answers. Ask A Question. Browse More Questions. Keep me logged in on this device.

Forgot your username or password? Aerosoldier 13 years ago 1 I'm gonna buy one xbox controller for my pc, so i just wanna know if the xbox controller is any good for fighting games coz i really can't play with any arcade-like controller, so just wanna know that



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