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Skullgirls "Overruled" Trials Mini-Guide and Hints


Copanele

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5 hours ago, postofficebuddy said:

Excellent guide. Here’s a tip for the tiger knee in Ms. Fortune’s 4th trial. You don’t need to do qcb and then straight to up forward with no other inputs in between. You can do a 5/8th circle motion from down to up forward. As long as you’re fast enough it should come out as a forward tiger knee. 

That's some great advice, I need to try it! It's one of the movesets that I find very annoying to execute, especially since I use the d-pad instead of the stick. I think they are used in jump cancels. 

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1 minute ago, Spaz said:

Nice job man. Maybe you ought to post something like this for King of Fighters: The Orochi Saga and Art of Fighting Anthology.

 

Credit goes where it’s due, and you certainly deserve it.

Thanks!! I actually started a guide for KoF orochi saga, it's currently in progress :D(a lot of games to cover). will give you a heads up when it's done! 

 

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1 minute ago, Copanele said:

Thanks!! I actually started a guide for KoF orochi saga, it's currently in progress :D(a lot of games to cover). will give you a heads up when it's done! 

 


Maybe not for Art of Fighting, all those games have incredibly cheap AI that predict most of your moves. 
 

Can’t wait to hear what you will say on Mr Karate and Geese Howard on Hard difficulty.

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For Ms. Fortune trial 4, you recommend 

j.MK -j.HP-Cat Spike

 

This worked, but it was very inconsistent for me. If anyone is having any trouble with this, I ended up clearing the trial using

j.MK (2 hits)-Cat Spike

 

Excellent guide either way. Helped a ton along the way. 

 

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1 minute ago, SigmaCloud said:

For Ms. Fortune trial 4, you recommend 

j.MK -j.HP-Cat Spike

 

This worked, but it was very inconsistent for me. If anyone is having any trouble with this, I ended up clearing the trial using

j.MK (2 hits)-Cat Spike

 

Excellent guide either way. Helped a ton along the way. 

 

Glad it helped! And thanks for finding a more optimal solution, any extra advice for that infamous Ms Fortune trial 4 helps ?

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On 26‏/1‏/2021 at 1:35 AM, Copanele said:

Hey everybody! I decided to create a small thread for Skullgirls 2nd Encore's Trial Mode.  :silver: Overruled consists in completing all 4 trials for each of the 14 characters in the cast and is one of the hardest trophy in the game. The trials difficulty range from easy to quite tricky for some characters.

I will briefly describe each character's trials and small tips/tricks to better manage them. I will attach a video for every character, but if you have no patience to read all the text, you can see my entire playlist here (with descriptions at each video).

Each character's moveset can be seen from Options menu.

 

Small annotation guide : 

 

LP MP HP                              :square::triangle::r1:   

LK MK HK                              :cross::circle::r2:

 

c. Means a Crouching attack. For instance c.MK = :down:+:circle:

j. Means a jumping attack. For instance j.HP = :up:+:r1:

Mash means pressing the buttons/inputs as fast as possible

#1. Fillia

Skullgirls_filia.jpg

Difficulty : 2/5

Trial 1 - Video link

Fillia's Trial 1 is an excellent way to learn how the combos work in the game. It's a very simple trial, no gimmicks required, you can execute it in the corner for an even easier time.

Trial 2 - Video link

Trial 2 is a small evolution from Trial 1. You can also execute this one in the corner. Make sure that you do the Airball in the air. The ground version is called Hairball and it doesn't count for this trial.

Trial 3 - Video link

This is where things start to get tricky:

  • After j.HP-Air Dash j.LK - j.HK wait until you hit the ground before starting the c.lk.
  • In the j.LP-j.MK(1hit)-Airball, let the Airball hit for a couple of times before inputting Gregor Samson.

Trial 4 - Video link

The only trick in this trial is at j.LK- j.MP-j.MK-Airball. You need to be high in the air when starting this second section of the combo so delay j.LK for a bit. If you start it too soon you will not drop in time to continue with the third section of the combo.

 

#2. Cerebella

fc18c36fbead047bb630cde79ad33ce5.png

Difficulty : 1/5

Trial 1 - Video link

Cerebella has the easiest trials in the game. Nothing much to say at Trial 1, trap Parasoul in the corner and input the commands :D 

Trial 2 - Video link

Yet another simple Cerebella combo, even easier than Trial 1. Merry Go-Rilla is a fun attack.

Trial 3 - Video link

There's more inputs to this Trial but still it's fairly easy to do. For each of your jumping combos, delay your inputs abit, so you can land in time for the next part of the combo.

Trial 4 - Video link

Despite looking tricky, this is another easy trial:

  • You have to cross over Parasoul in order to start the Kancho.
  • c.MK - Devil Horns must be done before Parasoul fully lands, however the next string must be done right when she lands.

 

#3. Peacock

58-588512_skullgirls-peacock-skullgirls-peacock-art.png

Difficulty : 2/5

Trial 1 - Video link

Peacock's moveset might seem confusing, but her trials are actually fairly straightforward. For Trial 1, trap Parasoul in the corner for an easier time.

Trial 2 - Video link

Peacock's trial 2 raises up the difficulty bar a bit :

  • Push Parasoul into the corner so you remove the need of a ground dash.
  • The main problem of the combo is Air Dash - j.LP - j.MP. Unlike other dashes, Peacock's dash is fairly slow as she "walks" on air. So, after the dash, delay the j.LP a bit before continuing.

Trial 3 - Video link

The trickiest part of this combo is the j.MP-j.HP - airdash into j.LP-j.MP. The best way of dealing with this trial:

  • Do this combo in the corner to remove the need of a ground dash.
  • j.HP launches Peacock backwards so rapidly press an air dash to continue with your combo.

Trial 4 - Video link

Trial 4 is easier than Trial 3, but there are some things that you must consider : 

  • Input Lonesome Lenny AFTER you see the flag appearing from BANG(LP). Else you will cancel the BANG with Lonesome Lenny.
  • Probably the most obtuse thing about this trial is the Air Dash part. After inputting j.MK-j.HP , quickly input the air dash then delay before continue the combo, don't input the buttons straight away. While dashing, Peacock actually runs upwards for a little bit, giving you just enough height to complete your air combo with j.LP-j.MP.
  • Have "clean" inputs after the Air Dash, else you will be knocked back by Lonesome Lenny's explosion.

 

#4. Parasoul

1be0829e91b95afeac8e23f253bd5759.jpg

Difficulty : 4/5

Trial 1 - Video link

Parasoul has some tricky trials in the game, especially since she is a charge character. Oddly enough her first trial has no charge moves, but there's still some small tricks to consider :

  • You need a very small delay after launching into jMP-jHP-jHK in order to perfectly land and continue your ground combo.
  • Wait for Beowulf to fly a bit before doing Silent Scope.

Trial 2 - Video link

Things already get complicated in Trial 2. 

  • You have to master the 2xHP into Napalm shot. While Parasoul hits with her umbrella, take this opportunity to hold the back direction and then combo by forward into LP.
  • When you reach the second s.HP(X2), buffer the down direction while you are doing the attack, do a Napalm Quake(after holding down , press up and MK), then IMMEDIATELY input the Silent Scope. It should be like a cancel, the timing window for the Silent Scope is very small.

Trial 3 - Video link

This trial is way easier than Trial 2, mainly because you have a lot of room to breathe.

  • After you initiate the throw, make sure you charge back and press forward when Beowulf is launched. You want the Egret Charge to come from your behind.
  • After the Egret charge, dash 3 times and continue your combo, inputting your buttons as clean as possible.
  • Just like in Trial 2, after Napalm Pillar input Motor Brigade as fast as possible (mashing is OK).

Trial 4 - Video link

Parasoul's Trial 4 will remind you that she is a charge character.

  • Start by dashing 3-4 spaces forward. Don't take Valentine into the corner because there you can miss with your Napalm Toss.
  • In the Napalm Toss combo, make sure you don't press any extra button after the Napalm Toss, else the napalm ball will hover in the air. You need the ground one as a setup later on.
  • After the air combo, you must input your c.MK - s.HPx2 lightning fast while also holding back to charge for Egret Call. This is potentially the trickiest part of the combo, because the c.MK whiffs a lot of times.
  • In all the ground strings, you can add an extra input for better buffering, for instance after the lp.Napalm Shot you can do s.LP(x2) - s.MK(x2) - s.HK(x2) instead.
  • As usual, after the final m.Napalm Shot, mash for the Silent Scope.

 

#5. Ms Fortune

764-7648056_ms-fortune-skullgirls-png-download-ms-fortune-skullgirls.png

Difficulty : 5/5

Trial 1 - Video link

Ms Fortune has the hardest trials in the game. Trial 1 has no special tricky moves, however you would do best to learn her El Gato attack, it's a moveset that you will use a lot later on.

Trial 2 - Video link

Nothing special about this combo. Just make sure you the Cat Slide hits deep before continuing with the combo. If you manage to slide deep enough you don't need to dash anymore.

Trial 3 - Video link

Possibly one of the hardest, if not THE hardest trial in the game. You will probably spend a good amount of time and practice with this one. I will break this combo and explain each line. 

  • First of all, make sure you push Parasoul a bit so you can trap her into the corner and get rid of an extra dash.
  • c.LK-s.MK-s.HK : it's pretty basic, you can even wait for the s.HK to hit multiple times before inputting the rest.
  • Fiber Uppercut : this will be an annoying motion to insert in the combo (forward-down-forward LK, or a DP LK if you played Street Fighter). The problem is that you have to mash LK a few times so you can get launched in the air. DO NOT PRESS UP, you do not need that extra input.
  • j.HP-air dash-j.HP-El Gato MK : probably the hardest part of the combo. You must CONFIRM the first j.HP before continuing with the dash. It must be a very smooth flow. If you input it too quickly you cancel your j.HP with the dash. Too slow, and you lose the combo.
  • c.MP-s.Mk-s.HK : don't bother with any timing, just mash the inputs as fast as possible, eventually add an extra press of s. HK so you are sure you are inputting it.
  • Fiber Uppercut - just as the first one.
  • j.LK - j.HP - El Gato MK : you will probably drop the combo multiple times here. The trick is to wait a bit for Ms Fortune to be high in the air before inputting j.LK. Don't try to cancel with a dash, you will land way too quickly. So delay the inputs abit then continue with this combo. It's easier than the first j.LK.
  • s.LP-s.MK-s.HP-Cat Scratchx3-Cat Scratch Fever : If you trapped Parasoul in the corner you don't need that dash anymore. Input the commands as fast and as clean as possible. When you to your third Cat Scratch, quickly input Cat Fever.

Trial 4 - Video link

This would arguably be the hardest combo in the game and would even give Street Fighter 4 combos a run for their money. Fortunately this game allows you to add as many moves as you desire, as long as you link them. The main problem is Cat Spike in this trial (you have to quickly do a Tiger Knee motion, or a down-downback-back-upforward which is very awkward to input), so I improvised with another combo.

The revised version would be the following, the inputs marked with * are extra inputs : 

 

c.LK - s.MK - c.HP

j.HP - air dash - j.LK - j.HP

c.MP - s.MK - c.HP

j.MK* - j.HP* - Cat Spike

j.MP (while landing)

s.LPx2* - Headbutt (just press HP once) - s.LP x2 - s. MK - c.HK x2

Cat Scratch (MP)

Cat Scratch Fever.

 

First, push Parasoul abit further to the right so you trap her into the corner. Even if you add more inputs, the combo is MUCH more manageable with more room for error. Also if you trap Parasoul in the corner you remove the need for the dash and also the restriction for 1 hit c.HK. All that's left is some practice and muscle memory.

 

#6. Painwheel

 SG_Painwheel_portrait.jpg

Difficulty : 4/5

Trial 1 - Video link

In my opinion Painwheel is the weirdest character in Skullgirls. Her combos are not that long or intricate, but you will have to seriously master the Flight cancel.

  • j.MP to j.HP - input j.MP AS SOON as you jump, let it finish its animation then input j.HP and let the animation to finish.
  • Input the flight motion, quickly fly upwards and continue the combo. It's very important to let the animation finish because otherwise Parasoul will fall to the ground way too early.

Trial 2 - Video link

More annoying flying cancels. There's only one extra tip, after inputting the upwards flight , fly for a bit before pressing j.MP. Other than that, there's only practice.

Trial 3 - Video link

Sadly there's no easy workaround to this annoying trial : You have to learn how to do flight cancel and then execute it. It will take a lot of practice.

  • Don't hold down buttons, else Painwheel will charge attacks. You need to be fast in your execution.
  • For the final part j.MP-j.HP-j.HK, let the j.MP's animation finish, then quickly input j.HP-j.HK - Buer Reaper. Cancel into flight then just mash for Buer Thresher.

Trial 4 - Video link

Again, no tricks in this one, you will have to learn how to cancel into flight and input the hits as fast as possible.

  • Don't press a button for too long else you will do a charge attack.
  • For the final section of the combo in the air, let the j.MP fully hit, interrupt the j.HP midway with j.HK and when you land quickly input Death Crawl.

 

#7. Valentine

483-4832074_skullgirls-valentine-render-clipart.png

Difficulty : 5/5

Trial 1 - Video link

This is Valentine's only easy trial. For this one, push Parasoul in the corner for an easy Savage Bypass cancel into EKG Flatliner and make sure you input the commands as fast and as clean as possible. Do not hesitate or you will drop the combo.

Trial 2 - Video link

You have to start the combo with charging your syringe. Now the trick to this combo is the Flew Shot : If you did the combo correctly before this input, you will throw a poison syringe. If not, you will throw a shuriken. The syringe will come out ONLY if you input the correct combo, you will throw shurikens otherwise (I practiced alot before finding out it's useless).

Trial 3 - Video link

Valentine's Trial 3 is a tricky trial. It has no specific gimmicks, but you really need to learn when to mash commands and when to wait.

  • Push Parasoul near the first candle holder. You want to do that in order to trap Parasoul in the corner and eliminate the need for a ground dash. It also helps with the final EKG Flatliner.
  • Slowly learn to build up the combo, but always have in mind that you must leave the j.MK and j.HK hit multiple times. With j.MK Valentine hits around 5 times with her saw, and the j.HK has 2 hits actually. Inputting the commands too fast will drop the combo.
  • Once landing, press each button multiple times, you are not limited to only one hit. Do the Savage Bypass (MK) and since Parasoul should be trapped in the corner, EKG Flatliner is easy to execute even if you miss linking it from the Savage Bypass.

Trial 4 - Video link

A contender for Ms. Fortune as the hardest trial in the game. The problem in this trial is executing the aerial commands at the precise moment, which sets it apart from the other trials in the game. Do one input too early or too late and you will drop the combo. You can't trap Parasoul in the corner, unless you want to have extra headaches with the Savage Bypass.

The combo can be easily split into 3 parts :

 

PART 1

c.LK-c.MK-c.HP

j.HP

Savage Bypass(HK)

Dash s.LK - c.HP(launches Parasoul)

 

This part is pretty straightforward. You don't need precise timing here. Dashing is very lenient. Everything changes with Part 2.

 

PART 2

j.HK-Savage Bypass(MK)

Air Dash - j.MP - j.HK

 

The hardest part of this combo. You must have the following in mind : 

  • j.HK must be inputted IMMEDIATELY after jumping, when Valentine should be almost at the same level as Parasoul. If you input it too late, Valentine will be way up and it will mess up the next buttons.
  • After Savage Bypass comes the truly hard part. Wait for a fraction of a second before inputting the dash, Air Dash and again wait a fraction of a second before inputting j.MP. Let MP hit exactly 3 times before inputting HK. Let HK hit 2 times. If you did everything correctly, you will finally be able to connect part 3

 

PART 3 

s.LP - s.MP(2x) - c.MK(2 hits) - s.HP

Savage Bypass(HK) - EKG Flatliner

 

Unfortunately, the struggle is not yet over:

  • Unlike any other combo in this game, you must hit s.LP EXACTLY ONCE.
  • Then continue with your combo. Let s.MP hit twice and wait for a moment, Valentine will use her saw and and drag Parasoul abit closer, which will allow you to continue with the combo.
  • Do the Savage Bypass, wait for a fraction of a second then input EKG Flatliner. Inputting EKG too fast will cancel the Savage Bypass.

If you managed to do all that, congratulations, you cleared one of the nastiest trials in this game.

 

#8. Double

94f8e1533890e5aff1d79293a2fc15ae.png

Difficulty : 2/5

 

Trial 1 - Video link

Double is my least favorite character from the game, because she is just an amalgamation of all the other characters.

  • After Luger Replica and dash, wait for Parasoul to land before continuing with the cr.LK.

Trial 2 - Video link

A trial that took a while to understand. All you need here is to CONNECT all the inputs.

  • The trickiest part was the Dash- s.LK-c.MP-c.HP, you must connect the c.HP before doing the Flesh Step. Inputting the Flesh Step too fast will drop the combo.

Trial 3 - Video link

An easier trial than Trial 2. You should jump after you see the Beast of Genenna disappear. Jumping too fast will juggle Parasoul too high.

Trial 4 - Video link

This trial has no hidden gimmicks, you have to input everything as clean and as fast as possible.

  • For extra shortcuts, you can combo c.HP into Hornet bomber by spamming fireball motion twice, then again for the Bandwagon Rushdown.

 

#9. Squigly

4f23f99cd4fc4a534fd77363285b908c.png

Difficulty : 3/5

Trial 1 - Video link

Squigly is an adorable yet pretty interesting character. Her trial 1 is a pretty straightforward trial, doing it in the corner makes it trivial.

Trial 2 - Video link

Again a very simple trial, go in the corner to juggle Parasoul. Wait a bit after Battle Opera then jump and continue the combo.

Trial 3 - Video link

Trial 3 is the textbook BnB combo of Squigly. If you wish to play with this awesome character, you better memorize this one. Another straightforward trial, just make sure that on your third air combo, you let the j.MK and j.HK hit for a couple of times before inputting Fallen Woman.

Trial 4- Video link

Trial 4 was way more of a headache than I expected. I still can't do Seria Cancel consistently. But basically to do this cancel, you must input this moveset right after your second HP. Afterwards you need a precise timing to continue with c.LK. It's a certain interval of time, don't input c.LK too fast else the combo gets cancelled (still no idea why).

  • After you manage to connect HP x2 Seria Cancel into c.LK, the rest is just a different variant of trial 3.

 

#10. Big Band

DFCvQx1V0AAxH0c.jpg

Difficulty : 1/5

 

Trial 1 - Video link

Big Band is one of the two male characters in the game, the other being Beowulf. Big Band also has some charge based attacks.

Nothing too fancy about this trial.

Trial 2 - Video link

What confused me at this trial was...the ground tech. Basically you have to dash and press P in order to quickly hop up. Other than that, a pretty straightforward combo.

Trial 3 - Video link

There is only one tricky part at this trial : j.MK(X2) - j.HK. You have to delay abit between the 2 MK hits. Other than that, another straightforward combo.

Trial 4 - Video link

Beat extend must be done on the spot, do it too close and Parasoul will fly across your head. This is the final Big Band trial and it's just a matter of practice and memorizing the inputs.

 

#11. Eliza

591-5911297_s-n-a-p-p-i-n-.png

Difficulty : 2/5

Trial 1 - Video link

I had some troubles with Eliza's first trial before I learned how her air attacks work.

  • The starting position is perfect for your combo, j.Hp must be inputted immediately in order to have enough space for the dash.
  • Upper Khat also must be inputted after your 3 s.HP hits

Trial 2 - Video link

The only tricky part about this combo is after Carpenter's axe - Hathor's return, you must dash before inputting c.LK. Other than that, it's a pretty basic combo.

Trial 3 - Video link

Eliza's trials are very straightforward and this is best show in her Trial 3.

  • All you need to take into consideration is that her cr.MK and cr.HP hit twice, you can combo cr.HP into Horace instantly. You have to wait for the full animation to execute before continuing with your inputs.
  • While Eliza is doing Osiris Spiral, feel free to mash for Lady of Slaughter.

Trial 4 - Video link

Trial 4 is just an extension of Trial 3 truth be told, with just some extra inputs.

  • The same rules apply, however what can be confusing might be Eliza's cr.HK, which is her sailing a blood boat.What you have to do after calling Horace is dash ONCE, then when Parasoul lands input cr.HK then quickly do her Upper Khat(HP). Don't try to hit Parasoul while she is airborne, the combo will drop.
  • From that point onwards it's just a matter of patience and practice. Let all the cr.MK hit twice and input your combo as clean as possible (except Lady of Slaughter which can be mashed)

 

#12. Fukua

790a44ee97a4d0c09d9ac3f07235b30e.png

Difficulty : 2/5

Trial 1 - Video link

Fukua is an interesting character and quite different from Fillia. Her first trial is pretty straightforward.I recommend delaying the aerial hits and adding a j.MK before the first j.HK. Also for the final ground combo I recommend an extra LP for s.LP-s.LP-c.MK-c.HP. Let the c.MK hit deeply before continuing with the combo.

Trial 2 - Video link

The trick to trial 2 is waiting for Parasoul to land after she bounces at the end of each combo string. It's not a difficult combo, but delays are required.

Trial 3 - Video link

This is an interesting combo which looks tricky at first. The only part that you should pay attention though is Butterfly Kiss, input the HK as soon as possible while jumping so Fukua doesn't fly too high

Trial 4 - Video link

Fukua's Trial 4 will teach you how to use the clones. Remember that you have to hold down the button abit in order to charge Forever a Clone. Once you get the timing down, the combo should be easy to execute.

#13. Beowulf

12452169a3b3113af127b3c4d0eeb4d8.png

Difficulty : 1/5

Trial 1 - Video link

Beowulf is a truly unique addition of the girls roster, being one of the two male characters. His trial 1 is rather basic, just make sure you immediately press MP after dashing in the combo, dashing hops you in the air.

Trial 2 - Video link

Basic combo. Nothing much to say here. Beowulf is character with the second easiest trials out there.

Trial 3 - Video link

Make sure Parasoul fully lands before starting the s.LK string. Another very basic trial.

Trial 4 - Video link

Trial 4 is Beowulf's only difficult trial. It involves quite some timing compared to his first 3. Make sure you do Gigantic Arm when Parasoul is in the air, else the c.MP-c.HP will be hard to connect.

 

#14. Robo Fortune

81invv3.jpg

Difficulty : 3/5

Trial 1 - Video link

Robo-Fortune is surprisingly adorable given her metallic frame. This trial looks deceptively easy but it has 2 hidden tricks.

  • For the aerial combo, let j.MP and j.HK hit as much as possible before doing the second jump
  • The magnetic trap skill has a catch - hold down KK when activating it, then RELEASE when Parasoul comes into the range of your magnet(close to the purple circle around your magnet). Don't hold it for too long else Parasoul will fly over your head and you will lose your combo.

Trial 2 - Video link

This Robo Fortune trial has 2 small catches.

  • First, you need to practice when to release the Magnetic Trap, so that Parasoul lands near you , but not too close else you won't be able to juggle her.
  • Afterwards, do the combo normally, but after you land from j.LK-j.MK-j.HK, immediately input the s.LK, Parasoul doesn't necessarily need to be on the ground to be hit by that attack.

Trial 3 - Video link

Robo Fortune's Trial 3 can be tricky to do if done in the middle of the screen, because of the s.MP(hold). However if you do it in corner it becomes a basic combo.

  • There is also one small mention in row 2 when you do the aerial jump, what you actually have to do there is : j.MK-j.HK-jump-j.MK- SHORT DELAY - j.HK. If you delay the second j.HK the s.MP will connect.

Trial 4 - Video link

Trial 4 is nothing too special. The only thing that you should take into consideration is dashing for a longer distance so you can trap Parasoul in the corner. Other than that, it's just practice.

 

 

 

Ending note : I hope these small explanations will help anyone who stumbles across this post. Let me know if there's anything extra to add or if you simply like to try this awesome game's trials :D 

 

 

by mistake 

didn't mean to repost it again 

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