ネタバレ注意

STORY MODE


TUTORIALS

Ch.1 Beginner Tutorials

  • Lesson 1:Introduction to Movement
    A beginner's primer on basic character movement and maneuvering.
  • レッスン 1:操作の基本
    移動と操作の基本・入門編
+ ...
Walking
Moving around in Skullgirls is easy! Just press Left or Right to walk around.
移動してみよう
スカルガールズの移動方法はカンタン! 左か右を入力すればその方向に歩くよ。

Press Left or Right to move out of the shadow of Peacock's falling item.
左か右に移動して、ピーコックの出す落下物の影から脱出しよう。

Jumping
Tap Up to jump.
Pressing Up and towards the opponent will jump forward, and Up and back will jump away from them.
ジャンプ
上方向に入力すればジャンプするよ。
上と一緒に相手のいる方向に入力すれば前ジャンプ、上と後ろ方向に入力すれば後ろジャンプ。

Press Up to make your character jump. Jump over three consecutive bombs!
上に入力するとキャラクターがジャンプする。連続して3つ出てくる爆弾を飛び越してみよう!
  • Lesson 2:Introduction to Defense
    A beginner's primer on basic defense.
  • レッスン 2:防御の基本
    防御の基本・入門編
+ ...
Blocking "Mid" Attacks
Most attacks can be defended against by "Blocking."
To block an incoming attack, you just need to be holding the direction opposite the way your character is facing, or towards their backs.
For example, if you're facing right, you'll want to be holding Left when the attack lands.
From here on, this direction will be referred to as "Back."
Many attacks can be blocked while either standing or crouching. These middle-height attacks, or "Mid" attacks, are most common type of attack.
上段攻撃を防いでみよう
(注意:英語表記ではMid、つまりMiddleなのでここは中段と訳すべきなのかも知れませんが、日本では中段攻撃と言ったら『しゃがみガードでは防げない攻撃』を指すことが多いため、日本で一般的な上段攻撃という表現にさせていただきます)
ほとんどの攻撃は『ガード』で防げる。
貴方の操作するキャラの向きの反対方向に入力していれば、攻撃が来たときにガードしてくれる。
例えば、もし貴方のキャラが右を向いていたら、攻撃に対して左に入力している必要がある。
つまり『後ろ』に入力していればいい。
多くの攻撃は立ちとしゃがみ、両方のガードで防ぐことができる。これらは上段攻撃、または上段などと呼ばれ、基本的な攻撃に分類される。

Hold Back to block "Mid" attacks.
後ろに入力し続けて、上段攻撃を防いでみよう。

Try blocking an attack while crouching.
しゃがみながらガードしてみよう。後ろ方向と下方向とに入力してみよう。

Blocking High Attacks
Som attacks must be blocked while standing.
Crouching while blocking will not defend against these attacks, so they're referred to as "High" attacks.
Almost all attacks delivered while jumping are high attacks, so if your opponent is in the air, it is almost always advisible to be holding Back if possible.
ジャンプ攻撃を防いでみよう
いくつかの攻撃は立ちガードでないと防げない。
これらの攻撃はしゃがみガードでは防ぐことができず、こういった攻撃は『中段』と呼ばれる。
(注意:英語表記ではHigh、つまり上段と訳すべきかと思われますが、日本では上段攻撃と言ったら『立ちガードでもしゃがみガードでも防げる攻撃』を指すことが多いため、日本で一般的な中段攻撃という表現にさせていただきます)
ジャンプ中の攻撃はほぼ全て中段で、相手が空中から攻撃を出してきたら、ガードするためには真後ろに入力する必要がある。

Hold Back while standing to block High attacks.
立ち状態で後ろに入力して、ジャンプ攻撃を防いでみよう。

Blocking Low Attacks
Other attacks must be blocked while crouching. These are called "Low" attacks, and are usually performed while crouching. If your enemy is on the ground, it's almost always ideal to leave the controller in the Down Back position if pssible.
下段攻撃を防いでみよう
しゃがみガードでないと防げない攻撃もある。これらは『下段』と呼ばれ、大抵はしゃがんだ状態から出せる攻撃だ。もし相手が地上にいるときは、後ろ斜め下に入力してしゃがみガードしていれば、ほとんどの攻撃は防ぐことができる。

Blocking Overhead Attacks
Some characters can deliver High attacks while standing, and these attacks are generally referred to as "Overhead" attacks.
Typically, Overhead attacks are show enough that you can see them coming and adjust your blocking appropriately.
地上での中段攻撃を防いでみよう
多くのキャラは立ち状態から上段攻撃を出せるが、それに加えて地上から『中段』攻撃を出せるキャラもいる。
一般的に地上中段は出が遅く、見てから適切なガードへと切り替えることができるものが多い。
  • Lesson 3:Basic Attacks
    A beginner's primer on basic offense.
  • レッスン 3:攻撃の基本
    攻撃の基本・入門編
+ ...
Normal Attacks
All characters have six "Normal" attacks: Light Punch, Medium Punch, Hard Punch, Light Kick, Medium Kick, Hard Kick.
From here on, these will be referred to as LP, MP, HP, LK, MK and HK, respectively.
Light attacks are fast and weak, while Hard attacks are slow and powerfull. Naturally, Medium attacks fall somewhere in-between.
To execute a Normal attack, simply press the attack button asociated with that attack.
通常技
全てのキャラは6つの『通常技』を持っている。小パンチ、中パンチ、大パンチ、小キック、中キック、大キックだ。
それぞれ略して小P、中P、大P、小K、中K、大Kと呼ばれることが多い。
小攻撃は発生(技の出る速さ)に優れるが威力が低く、大攻撃は発生が遅いが威力が高い。当然、中攻撃はその間の性能となっている。
通常技を出すには、単に該当するボタンを押すだけでいい。

Hit a button to perform a Normal attack.
Seriously... any button.
ボタンを押して通常技を出してみよう。
どのボタンでもいいよ。

Jumping Attacks
All Normal attacks can be executeed while jumping, and most of them work differently in the air.
Attacks from the air usually must be defended whiole standing, so try to use them on crouching opponents.
Jumping attacks are notated with a small "j" before the button.
For example, a jumping Light Punch would be notated as "j.LP."
ジャンプ攻撃
全ての通常技はジャンプからも出すことができ、地上とは違う性質を持つ。
大抵のジャンプ攻撃は立ち状態でないと防げないので、しゃがみ続ける相手にはジャンプ攻撃を狙ってみよう。
ジャンプ攻撃は、攻撃ボタンの前にアルファベットの小文字で『j』をつけて標記されることが多い。
例えば、ジャンプ小パンチならば、表記は『j小P』となる。

Jump and perform any Normal attack while in the air.
ジャンプして空中から任意の通常技を出してみよう。

Crouching Attacks
Similar to jumping attacks. Normal attacks also work differently while you're crouching.
Most crouching attacks can only be blocked while crouching, so try to use them against standing opponents.
Crouching attacks are marked with a small "c" before the attack button.
For example, a crouching Hard Kick will be notated as "c.HK."
しゃがみ攻撃
ジャンプ攻撃のように、通常技はしゃがみ状態でも違う性質を持つようになる。
多くのしゃがみ攻撃はしゃがみガードでないと防げないので、立っている相手には積極的に狙うのがいい。
しゃがみ攻撃は攻撃ボタンの前に数字の『2』をつけて標記される。
(注意:英文では「攻撃ボタンの前にアルファベットの小文字で『c』をつけて標記」となっておりますが、日本ではテンキー表記を用いるやり方が一般的かと思われますので、そちらに倣うことにします)
例えば、しゃがみ状態での大キックならば『2大K』となります。

Crouch and perform any Normal attack.
しゃがみ状態から任意の通常技を出してみよう。
  • Lesson 4:Advanced Movement
    Take your movement and maneuvering to the next lavel.
  • レッスン 4:複雑な操作
    次のレベルの操作に行ってみよう。
+ ...
Dashing and Running
By pressing two Punches simultaneously or quickly double-tapping in a direction you can perform a "Dash."
Some characters will even run if you continue holding that direction after dashing.
Try both now.
ダッシュとラン
パンチボタン二つを同時に押すか、左右どちらかの同じ方向に2回素早く入力すると『ダッシュ』を出せる。
多くのキャラは、ダッシュ後に左右を入力し続けることでそのままラン(走り)に移行できる。
両方とも試してみよう。

Try dashing now!
ダッシュしてみよう!

Air Dash
Some characters can Dash in mid-air... You know, Air Dash.
Jump into the air and hit two Punches, or double-tap a direction.
空中ダッシュ
ほとんどのキャラは空中でもダッシュできる……もうわかったね、空中ダッシュだ。
ジャンプして空中でパンチ二つ同時押しか、左右どちらかの同じ方向に2回入力だ。

Jump then dash to Airdash.
空中ダッシュを出してみよう。

Double Jumps
No one knows how they do it, but some characters can perform a rather mysterious feat: jumping a second time in mid-air.
Despite the completely incomprehensible underlying physics, this phenomenon is more common than you would think.
Anyway, try it now - just jump and tap up a second time in mid-air to jump a second time.
二段ジャンプ


ともあれやってみよう。ジャンプしたら空中にいる間に、もう一度ジャンプするんだ。

Jump while in the air to double jump.
空中でジャンプしてみよう。二段ジャンプだ。

Super Jump
Everyone can jump, and if they dig deep they can super jump.
Quickly tap down then up, and you'll jump extra high.
スーパージャンプ
スーパージャンプはどのキャラでもできる。
下・上と素早く入力すれば普段のジャンプよりも高く跳べる。

Super jumps will get you a little extra height on your jumps.
スーパージャンプで通常よりも高く跳んでみよう。
  • Lesson 5:Special and BlockBuster Attacks
    A beginner's guide to Special attacks, Dramatic Tension and Blockbuster attacks.
  • レッスン5:スペシャルアタックとブロックバスター
    スペシャルアタックおよびドラマティックテンションとブロックバスターの解説
+ ...
Special Attack
By combining a quick movement with an attack button, you can do a "Special Attack."
These attacks are powerful and quite different from your Normal attacks.
You can find a complete list of all Special Attacks on the official Skullgirls website: http://skullgirls.com/characters
Try quickly pressing Down, Down/Back, Back and then tapping HK.
スペシャルアタック
すばやいレバー入力と攻撃ボタンの組み合わせで"スペシャルアタック"を行うことができるぞ。
この攻撃は通常攻撃よりも強力で、とても特殊なものになっている。
スペシャルアタックの一覧はSkullgirlsのオフィシャルウェブサイト( http://skullgirls.com/characters )で見れるぞ。
すばやく下(2)、後ろ斜め下(1or3)、後ろ(4or6)と入力し、その後強Kを押してみよう。

Quickly press Down, Down/Back, Back and then HK.
すばやく下、斜め後ろ、後ろそして大Kと入力しよう。

Special Attack Strength
Most Special Attacks change depending on the strength of the button you press.
Most of the time, the strength of the attack affects the range, speed, or trajectory of the Special attack.
Filia's "Ringlet Spike" Special Attack is performed with Down, Down/Forward, Forward + Any Punch.
Try to hit Ms. Fortune with Filia's Ringlet Spike using LP, MP, and HP.
スペシャルアタックの強弱
だいたいのスペシャルアタックは押すボタンの強弱(小中大)で性能が変化するぞ。
この強弱は主にスペシャルアタックのリーチや速さや弾道を変化させる。
フィリアのスペシャルアタック "Ringlet Spike" は下、斜め前、前+Pボタン(小中大いずれか)で出せる。
フォーチュンにRinglet Spikeを小P版、中P版、大P版それぞれを使ってヒットさせてみよう。

Use Ringlet Spike with LP, MP and HP to hit Ms. Fortune.
Ringlet Spikeの小P版、中P版、大P版をそれぞれ使いフォーチュンにヒットさせよう。

Dramatic Tension
Successfully landing attacks and getting hit will build your "Dramatic Tension" meter, located around your character portrait. When you fill it up, it will disappear and the number next to the meter will increase by one.
Dramatic Tension can be consumed to perform powerful "Blockbuster" attacks, and your Tension level will decrease depending on what attack you perform.
ドラマティックテンション
攻撃を出して相手に当てていくと、キャラのポートレート画像の周りにある"ドラマティックテンション"ゲージが増えていく。ゲージがいっぱいになると、ゲージ横の数字がひとつ増えるぞ。
ドラマティックテンションを消費することで強力な"ブロックバスター"技を出すことができる。どの技を出したかで消費されるテンションレベルも変わってくるぞ。

Blockbuster Attacks
Each character has a number of "Blockbuster" attacks at their disposal. By consuming one to three levels of Tension, you can perform these super-powerful attacks.
Let's try one now: press Down, Down/Back, Back + LK / MK / HK
ブロックバスター
それぞれのキャラは個々の能力として"ブロックバスター"を何種類か出すことができる。テンションレベルを1から3(あるいは5)消費することで、彼女らの超強力な攻撃を繰り出すことができるぞ。、

Gregor Samson is done by quickly pressing Down, Down/Back, Back + All Kicks.
下、斜め後ろ、後ろ+キックボタンすべて(3つのうち2つ?)と入力すれば"Gregor Samson"を出すことができる。
  • Lesson 6:Team Dynamics
    Learn the basics of teamwork, such as tagging and Ensemble attacks.
  • レッスン6:チームのはたらき
    交代やアンサンブルアタックといった、チームワークの基本的なことを学ぼう
+ ...
Tagging
Even on a team, you will only contraol one fighter at a time. You can switch which fighter is on point by "tagging" another of your team mates in.
To tag to character 2, press MP + MK.
To tag to character 3, press HP + HK.
交代
チーム戦においても、一度に操作するファイターは1人のみになる。チームメイトに"交代"すれば、操作するキャラクターを切り替えることができるそ。

Each character will attack in a different way when tagged in.
交代して出てくるときには、どのキャラクターもそれぞれ違った方法で交代をしながら現れるぞ。

Ensemble Attacks
You can also call your team members in to assist you with a quick attack. These "Ensemble Attacks" can be useful to put more pressure on your opponent or knock attackers back.
To call character 2 in to assist, press LP + MK or MP + LK.
To call character 3 in to assist, press MP + HK or HP + MK.
アンサンブルアタック
チームメンバーはすばやい攻撃を伴うアシストとして呼び出すこともできるぞ。これら"アンサンブルアタック"は相手にプレッシャーを与えたり、意表を突いた攻撃をしたりするのに有用だ。
小P+中K または 中P+小K と押し、キャラクター2(2列目のキャラクター)をアシストに呼ぶ
中P+大K または 大P+中K と押し、キャラクター3(3列目のキャラクター)をアシストに呼ぶ

Your friends can also jump in to lend you a hand by performing a quick attack.
Char 2: LP + MK or MP + LK
Char 3: MP + HK or HP + MK
チームメイトはすばやい攻撃を行うアシストとしても呼び込むことができる。
キャラ2: 小P+中K または 中P+小K
キャラ3: 中P+大K または 大P+中K

Outtakes
Facing an opponent you don't feel confldent against? No problem! By consuming one level of Tension, you can perform an "Outtake" and knock them right into next Tuesday... or at least off the field. This willforce one of their team mates to jump in to take their place.
To do an Outtake, quickly press Down, Down/Forward, Foward + MP/MK or HP/HK.
アウトテイク
やりあう自信のないキャラと対峙してしまった?心配御無用!テンションレベルを1消費することで、"アウトテイク"を繰り出し相手は次の火曜日までサヨナラ・・・あるいは少なくとも画面からは去っていくぞ。この時は強制的に、相手のチームメイトの一人が代わりに飛び込んでくることになる。
アウトテイクをするには、すばやく下、斜め前、前そして中P+中K または大P+大Kと入力しよう。

To do an Outtake, quickly press Down, Down/Forward, Foward + MP/MK or HP/HK.
下、斜め前、前そして 中P+中K または 大P+大Kと入力し、アウトテイクを行おう。

Ch.2 Intermediate Techniques

  • Lesson 1:Defending Against Mix-ups
    Learn to defend against your opponent's Mix-ups.
  • レッスン 1:択一攻撃の防御
    相手の択一攻撃を防ぐ方法を学ぼう。
+ ...
Overview: Defending Mix-ups
Every type of attack can be defended against in some way, so your opponent will frequently vary the type of attack they do to make it harder to defend against them. These are called "mix-ups."
Now we're going to look at how to defend against and how to perform various mix-ups.
概要:択一攻撃の防御
すべての攻撃は何らかの方法で防御する(阻止する)ことができる。そのため相手は攻撃を防ぐことをより難しくするため、攻撃の種類を頻繁に変えてくるぞ。このようなことを択一攻撃(Mix-ups)というぞ。

Lesson1: High/Low Mixups
One way opponents may try to mix you up is by switching between high and low attacks. High attacks must be blocked while standing, but can only be delivered while jumping for the most part. Low attacks must be blocked while crouching, and are also generally delivered while crouching.
Defending against these mix-ups is easier than it sounds. Remember, blocking low blocks both Low and Mid attacks. So when defending it's best to always block while crouching, stand only when you see the opponent jump, and crouch again as soon as your opponent lands.
レッスン1:中下段の択一
相手が君の防御を崩すために用いてくるだろう手段の一つが中段攻撃と下段攻撃の切り替えだ。中段攻撃は立ちガードをしなければ防げないが、だいたいの場合ジャンプ中の攻撃でしかもたらすことができない。下段攻撃はしゃがみガードをしなければ防げず、これもまた大体の場合しゃがんでいるときの攻撃でもたらされる。
これらの択一攻撃を防ぐのは聞こえよりは簡単だ。覚えておくべきこととして、しゃがみガードは下段攻撃と上段攻撃のどちらをも防ぐことができる。よって防御をするときには基本的にしゃがみガードをして、相手がジャンプしたら立ちガードをし、そして相手が着地し次第またしゃがみガードをするのが最良となるぞ。

Your opponent will attack with a variety of high and low attacks to try and make you block incorrectly.
Try and defend against Parasoul's attacks now.
相手は君の防御を崩そうと中下段様々なタイプの攻撃をしてくる。
パラソールの攻撃を防いでみよう。

The secret to successful blocking is to only stand block when you see the opponent jump, and crouch block the rest of the time.
攻撃を防ぎきる秘訣は立ちガードは相手がジャンプした時だけして、それ以外の時はしゃがみガードをすることだ。

Now try blocking these even harder strings.
さあもっと厳しい連携を防いでみよう。
  • Lesson 2:Punishing
    Learn how to punish your opponent's use of risky attacks.
  • レッスン 2:確定反撃
    相手の危険な行動に反撃を取る方法を学ぼう。
+ ...
Overview: Recovery and Blockstun
After performing an attack, there's a short period of time before you can start a new attack.
This is called the "recovery" period.
Similarly, after blocking an attack these is a short period of time where you are busy blocking, and can't do anything else. This is called being in "block stun."
概要: 硬直とガード硬直
ある攻撃をしたのち、次の攻撃ができるようになるまでには、短い時間の空きがある。
この時間を"硬直"と言う。
同じように、何らかの攻撃をガードした時も、短い間の時間がガードに費やされ、その他の行動ができなくなる。このような状態にある時間を"ガード硬直"と言う。

Lesson 1: "Unsafe" Attacks
Each attack will put the attacker in recovery and the defender in blockstun for a different amount of time.
Attacks that have much more recovery than blockstun are dangerous, because the defender can counterattack before the attacker has finished recovering. When defending, you must learn to look for these "unsafe" attacks so that you can counterattack.
レッスン 1: "危険な"攻撃
どの攻撃もそれぞれ異なった時間だけの間、攻撃者には硬直時間が、防御者にはガード硬直時間が発生する。
その内で、ガード硬直時間よりも硬直時間の方が長くある攻撃は危険なものとなる。なぜなら攻撃者が硬直時間を終えるよりも早く、防御者が反撃を繰り出すことができるからだ。防御をするときには、反撃ができるようにこのような"危険な"攻撃を探ることを学ばなければならない。

Block, then counterattack Filia's unsafe slide attack.
フィリアの危険なスライディング攻撃を防御したのち、反撃を取ろう。

You must learn to look for these unsafe attacks while defending.
Defend against these attacks, and hit Filia during the recovery of her slide.
防御をするときに、これら危険な攻撃(反撃確定攻撃、反確攻撃)を探ることを覚えなければならない。
フィリアの攻撃を防御し、スライディング攻撃の硬直の間に反撃を当てよう。
  • Lesson 3:Hit Confirmation
    Learn about the arcane technique known as "Hit Confirmation."
  • レッスン 3:ヒット確認
    "ヒット確認"という中級テクニックについて学ぼう
+ ...
Poking
When on the offensive, sticking with mostly safe attacks will protect you against punishment. This tactic is often referred to as "poking."
"Pokes" are safe attacks that tend to be fast, lightly damaging attacks like LP and LK.
Attack with some pokes now.
攻め継続
攻撃を行うとき、ほぼ安全な攻撃だけを用いて相手にまとわりつけば、相手から反撃を受けることを防ぐことができる。この戦術は"攻め継続"と称される。
"攻め継続"をするのに用いられる攻撃は安全なものであり、傾向として出が早く、ダメージの低い、例えば小Pや小Kなどの攻撃がそれにあたる。
このような攻撃で相手を攻めてみよう。

Attack with safe pokes, like c.LP and c.LK.
2小Pや2小Kのような、安全な攻撃をしよう。

Poking with Chains
Longer attack strings can be put together with chains of safe attacks.
See the combo system tutorial for more information about chains.
Try poking with Filia's c.LK -> c.MK chain now.
連続攻撃での攻め継続
安全な攻撃をつなぎ合わせていけば、長い連携攻撃になる。
攻撃をつなぎ合わせることについてもっと情報が欲しい場合、コンボシステムのチュートリアルも見てみよう。
フィリアの 2小K→2中K の連携で相手を小突いてみよう。

Poke with chains of safe attacks.
Try c.LK -> c.MK now.
安全な攻撃の連携で相手をこづこう。
2小K→2中K とやってみよう。

Hit Confirmation Chains
Using a chain of safe attacks gives you a lot of time to confirm whether your attacks hit or were blocked. This is often called a "Hit Confirmation" chain.
Since more damaging attacks are riskier and can leave you vulnerable, "hit Confirming" helps you test if it's safe to continue your combo into those attacks.
If your poking chain hits, you now know you can safely combo into more damaging Hard attacks without fear of being punished.
If your poking chain was blocked, you should try another poking chain instead of risking Hard attacks.
ヒット確認コンボ
安全な攻撃の連携を用いることは、攻撃がヒットしたかあるいは防御されたかを確認する時間をもたらしてくれる。このことはよく"ヒット確認"コンボと呼ばれる。
よりダメージの大きい攻撃はハイリスクであり反撃をもらいやすいものであるため、"ヒット確認"はコンボをそのような攻撃まで繋げても大丈夫かどうかを確かめることに役立つ。
もし君の小技での連携がヒットしていたならば、反撃を恐れることなくよりダメージの高い大攻撃へとコンボをつなげることができる。
もし君の小技での連携がガードされていたならば、危険な大攻撃をせずにもう一度安全な技の連携を仕掛けた方がいいだろう。

Poke with c.LK -> c.MK.
If that string of poking attacks hits, then combo that into a c.HK. If that poke string is blocked, do not c.HK.
2小K→2中Kで相手を小突こう。
もしその小技での連携攻撃がヒットしていたなら、2大Kへとコンボをつなごう。もしガードされていたなら、2大Kをしてはならない。
  • Lesson 4:Mix-up Offense
    Learn how to wield Mix-ups of your own.
+ ...
High/Low Mix-ups
When on the offensive, you'll have more success if you vary the height of your attacks so that it's harder for your opponent to block them all.
The most basic approach is to attack with a jumping attack that must be blocked High, and then a crouching attack that must be blocked Low.

Do an easy mix-up: performing a jumping attack into a crouching attack.

Overhead Attacks
A rare few ground normals hit High, and thus must be blocked while standing. Attacking with Low attacks and chaining into High ones is another effective mix-up technique.

Using Mixups with Hit Confirming
Try using a high/low mixup on your opponent. If your mixup is blocked, chain into an overhead. If your mixup hits the opponent, chain into a sweep instead.

j.HP -> c.LK -> c.MK.
Then s.B+HK if it was blocked, or c.HK if it connected.
  • Lesson 5:Throwing
    Learn how to use throws and defend against them.
+ ...
Throws
"Throws" are powerful close-range grappling attacks. To execute a Throw, stand right next to your opponent and press LP and LK simultaneously.
While you need to be uncomfortably close to your opponent to successfully Throw, they're difficult to defend against because they can't be blocked.

Hit LP and LK at the same time to throw your opponent.

Hold Back and press LP and LK at the same time to throw your opponent backwards.

Poke and Throw
Throws work best when the opponent isn't expecting them. Attacking with a couple fast normals and then Throwing while they're stunned is a classic throw setup.
Try LP -> LP then Throw now.

LP -> LP then Throw three times.

Throw Breaking
Since Throws can't be blocked, your opponents will try to circumvent your defenses with them.
However, if you press LP + LK quickly after your opponent initiates their throw, you'll break it and avoid the damage. Be careful, though - you won't be able to breaking incoming throws while croushing!

Break three throws in a row.
Press LP + LK just as you are thrown to break throws.

Throw Mix-ups
Throws are easy to break when you know they're coming, but rarely will your opponents make it so easy for you.
Break your opponent's throws while simultaneously defending against their High/Low mix-ups.

Break three throws without getting hit or successfully thrown.

ch.3 Combo System Ⅰ

  • Lesson 1:Basic Chains
    Learn the basics of chaining attacks.
+ ...
Combos
A "combo" is a series of attacks that is inescapable if the first attack in the series connects.
Combos let you turn one successful attack into a lot of damage.
When an attack lands, the victim can't do anything for a brief time while they're getting hit - this is known as "hit-stun." If you can land another attack while an opponent is still hit-stunned, then it will combo with the previous attack.
Some characters have normal attacks that can combo into themselves. Parasoul's HP is one of them. Try a s.HP -> s.HP combo now.

Follow-up attacks are easy.
Just perform a s.HP and then another s.HP again as soon as the first s.HP hits.

Canceling
After an attack hits, there's a period of time before you can start a new attack. This is called the "recovery period."
Most attacks have a recovery period long enough that it is impossible to hit with another attack before the opponent leaves hit-stun.
There are many ways to stop the recovery of one attack early by starting another one. This is called "Canceling" one attack into another. Canceling forms the backbone of most combos, and there are many different ways to cancel attacks into each other.

Chains
One easy way to cancel attacks into each other is to perform a "chain." Each character has their own unique attack chains, and each attack in the chain can be cancelled to any attack later in the chain.
One chain Parasoul can perform is LK -> MK -> HP.

Perform Parasoul's LK -> MK -> HP chain.

Pop Quiz: Combos
All of these techniques can be combined to create longer combos. Combining follow-up attacks with chains is an easy way to extend the combo.

Use Follow-Up Attacks and Chains Together.
  • Lesson 2:Advanced Chains
    Learn more complicated chaining techniques.
+ ...
Skipping Forward in Chains
One interesting property of chains is that you can skip attacks in chains and keep going. This is useful if one of the attacks would leave the opponent in a place you don't want them.
For example, Filia can chain LP -> LK -> MP -> MK -> HK. However, if you try and do this combo, the MK will often miss because the MP will push them out of range.
You can just skip this attack and do LP -> LK -> MP -> HK instead, making it much easier to land all the attacks.

Do a shorter version of LP -> LK -> MP -> MK -> HK chain by skipping the MK.

Crouching During Chanis
Chains work the same whether you are crouching or standing. Try this chain using only crouching attacks now: crouching LP -> crouching LK -> crouching MK -> crouching HK.

Do the c.LP -> c.LK -> c.MK -> c.HK chain.

Mixed Chains
Standing and crouching attacks can even be combined in the same chain, it is possible to land Filia's full LP -> LK -> MP -> MK -> HK chain by standing during the first 3 attacks, and crouching during the last 2.

Do the s.LP -> s.LK -> s.MP -> c.MK -> c.HK chain.
  • Lesson 3:Canceling into Special Attacks
    Learn how to cancel into Special and Blockbuster attacks.
+ ...
Canceling into Special Attacks
Normal moves can be cancelled into Special Attacks at any time.

Cancel Filia's s.HK into Hairball.
Do the Hairball just as the s.HK connects.

Canceling into Blockbuster Attacks
Normal moves can also be cancelled into Blockbuster Attacks at any time.

Cancel Filia's s.HK into Gregor Samson. Do the Gregor Samson just as the s.HK connects.

Canceling Special Attacks into Blockbuster Attacks
Special moves can be cancelled into Blockbuster Attacks just as they hit the enemy.

Super Cancels are just like Special Cancels. Hit with a Hairball, and follow up with Gregor Samson.

Putting It Together Ⅱ
Chains, Special Attacks, and Blockbuster canceling can all be used in conjunction with each other to create hard hitting combos.

Use Chains, Special Attacks, and Blockbuster canceling in one combo.
  • Lesson 4:Air Chains
    Learn the ins and outs of chaining in the air.
+ ...
Launchers
Each character has at least one normal attack that sends their opponent into the air, commonly referred to as a "Launcher."
If you cancel a Launcher into a jump, you can chase your opponent upward to continue your combo in the air. This is a staple of combo attacks.
Filia's Launcher is s.HP - try it now.

Hit with Filia's s.HP and follow up with a j.HP.

Air Chains
Normals can be chained in the air just like they can be chained on the ground. In fact, most characters have even longer chains in the air than they do on the ground.
This allows you to follow up Launchers with impressive air combos.

Perform the Air Chain displayed to the right.

Special Canceling in Air Chains
Special and Blockbuster canceling work in the air exactly the same as they work on the ground.
Try this combo involving a Special Cancel in the air.

Perform the combo displayed to the right.

Putting It Together Ⅲ
Combining air Chains with Special and Blockbuster canceling provides the backbone of many foundational combos.

Perform the combo displayed to the right, which combines Air Chains, Special Attacks and Blockbusters.

ch.4 Combo System Ⅱ

  • Lesson 1:Advanced Techniques
    Learn about Off-the-ground attacks, Stagger, and Jump-ins.
+ ...
Jump-Ins
Jumping attacks are a great way to start a combo. Jumping towards an opponent and attacking so that you hit the opponent just before you hit the ground will leave you right next to an opponent in Hit-Stun.

Perform the Jump In combo to the right. Try to time your jumping attack as late as possible.

Stagger
Normally, opponents cannot be thrown while in Hit-stun. However, there is a special type of Hit-stun known as "Stagger," and staggered characters can be thrown.
Certain attacks, like Cerebella's s.MP cause the opponent to stagger.

Follow the directions to the right to combo into a throw.
To perform a Merry Go-Rilla, quickly press Down, Down/Back, Back then LP and LK.

Off-the-Ground Hits
If you manage to knock your opponent off their feet, don't hesitate to continue attacking them.
Using attacks that hit close to the ground will let you get some extra damage in while they're unable to attack.
Since your opponent won't be able to retaliate, this is a powerful tactic, and can only be used once per combo.

Perform the Off-the-Ground combo displayed to the right.

Putting It Together Ⅳ
Try using staggers and off-the-ground hits together in a combo.

Follow the directions to the right to use both a Stagger and an Off-the-Ground attack in one combo.
  • Lesson 2:Canceling into Air-dashes
    Learn how to cancel into Air-dashes.
+ ...
Canceling into Air Dashes
While in the air, you can cancel normal attacks into Air Dashes.
Canceling into Air Dashes is a powerful technique in the right hands. If you're quick enough, canceling into an Air Dash will also let you start a new air Chain, allowing you to get two air Chains in a single combo.

Follow the directions to the right to cancel into an Air Dash and perform two Chains in a single combo.

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最終更新:2012年04月17日 06:50