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Member
(05-20-2012, 05:26 AM)
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#3201
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Member
(05-21-2012, 03:37 AM)
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#3202
MikeZ at Family Fun Arcade reppin a patched version of SG:
http://www.twitch.tv/themixup EDIT: Well okay theoretically he's there? Apparently he went to go play Guilty Gear lol
Last edited by Cosmo Clock 21; 05-21-2012 at 03:40 AM.
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Member
(05-21-2012, 07:01 AM)
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#3203
I'm liking all of the changes. I'm super, super happy with the DP+Throw change for Cerebella.
The back -> DP+throw motion I assume still doesn't work at all? That always gives you normal throw which still confuses me, but it has gameplay implications (makes beating jump in -> jump in vs Cerebella not beatable I think). Though with the range increase I might be able to do a precise pusblock into DP+Throw. Also, for the love of god remove the os DP+Throw -> 360 with Bella. It's just... dumb. Beyond dumb. It would cover way too many options with this buff.
Last edited by Steaks; 05-21-2012 at 07:06 AM.
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Member
(05-21-2012, 07:14 AM)
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#3204
List of changes discussed in the latest stream (this is of course all tentative and not all encompassing):
-EKG Flatliner only hits the point character, and goes through assists (may or may not stay) -Cerebella's anti-air grab has larger range -HK Hornet Bomber no longer has invincibility and has techable knockdown -Peacock's teleport has 3 more frames of recovery -Peacock's lvl 3 is easier to input -Painwheel's air Blockbuster damage adjusted -Double's lvl 3 does less damage and has been sped up -Valentine's lvl 3 has been sped up and the animation can be partially skipped by holding a punch button -Napalm tears now scaled -Fortunes head now goes flying when hit in Noms -Excabella input on assist select is less precise -Green Vial time goes down on additional hits -IPS will now consider standing normals, crouching normals, and command normals to all be the same attack -Training mode options are being worked on -assists now take 120% damage rather than the original 106% -tech window for grabs is now increased by 3 frames -tournament mode (disables achievements and returns players to controller select screen on controller unplug as well as resetting controls to default) -menu select screen allows you to go to the bottom selection by hitting up -exit game no longer brings you to dashboard (I believe) -fixed some crashing bugs -Painwheel's Pinion Dash (down, down, K) is being changed to down, K (I believe that's the input) and activates once 4 kicks are input within 36 frames (I think that was the amount), also it's cancellable into some normals -assists will have more mapping options -PS3 ranks altered -more regions -working on making pause menu not appear as an option in training -Lobbies and additional online features will have to wait as the guy responsible for all that is working on the PC port
Last edited by Crocodile; 05-21-2012 at 07:16 AM.
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Member
(05-21-2012, 08:15 AM)
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#3205
As I commented on above, the IPS change is absolutely HUGE. It's going to dramatically decrease the length of combos in the game and pretty much force a player to go for the resets in order to do significant damage, both being changes that I most certainly approve of and seems to be more in line with MikeZ's vision for the game. Super excited for this patch to hit the fan, it pretty much addresses every issue I've been having with the game up until this point. Grabs are now significantly easier to tech and combo length has been toned down. |
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Member
(05-21-2012, 08:47 AM)
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#3207
There's no combo followup either? I'm going through the archive now but if that's the case I may want to save that meter for Catellites if the level 3 isnt going to kill.
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Junior Member
(05-21-2012, 06:04 PM)
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#3208
No followups on Double level 3, and Double builds no meter while Cattelites are out in this build. She's getting hit pretty hard. Her mk, mk chain window is getting shortened as well to prevent the restand people are doing with it. For what it's worth though, MikeZ emphasizes that these changes aren't final.
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Member
(05-21-2012, 08:05 PM)
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#3209
I'm deeply disappointed that lobbies and spectator can't be added yet, but it's understandable considering the size of their team and their limitations. It's commendable that they've got so many changes in store for the game as is.
Last edited by SolarPowered; 05-21-2012 at 08:09 PM.
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Member
(05-21-2012, 08:45 PM)
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#3210
IPS change makes me feel uncertain too, although I haven't put in enough time to say it seriously affects anything I currently do. It does require one to seriously think when trying to optimize combos now, and I guess that's not a bad thing.
I also didn't like the shape many extended combos are taking and feel that within the space of half a year or so SG gameplay would largely boil down into hitconfirms into long xN normal cycling ground loops with a chance of reset. So I think this is sort of welcome. I tried to ask on the stream if any changes/updates were being made to tutorial mode but never got the question through. More than adding some movelist, I hope the game eventually goes through the trouble to explain more of the subtle elements you'd have to dig through the internet or pour over the wiki to understand--stuff like ground techs(so many people not realizing what blue vs red bounce meant near the beginning when making combo videos, lol), IPS basics, unblockable protection, anti up-back frames on jumping, 0-frame resets retaining IPS, etc. Additional tech window for throws was probably needed, it is next to impossible to see them coming unless you know who you're playing against and they have predictable tendencies. I loved that though, it was all I did as solo Painwheel. Drives my friends nuts. I really like the whole solo/duo/trio setup for this game because IMO you can use it as a powerful self-training tool. If you need to learn a character, run with them solo online and build up your fundamentals/defense; you don't need to know terribly extended combos to make progress yet, but you need experience dealing with defending against all the varieties of cheese a team setup can toss your way and recognizing your openings/opportunities to get past assist calls when you don't have one of your own. Then you can upgrade to a duo and familiarize yourself with this or that assist, having DHCs and alpha counters as available options, general team strategies, etc. Then once you're ready to seriously optimize what you have and desire a finer, well-rounded toolkit of options, you go to trio. This is all independent of personal preference and assumes that trios will shape the final form of meta in this game, but I think it's really well designed.
Last edited by darkblade77; 05-21-2012 at 08:57 PM.
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Member
(05-21-2012, 08:48 PM)
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#3212
I think that explains why I was worried about damage output being so low before the release. But even then players weren't doing optimal damage anyway and changing IPS to what it is currently turned the game into MVC3, basically.
I started to suspect Mike was gonna do something about the long combos when I saw him on WNF doing silly resets with Filia that he didn't need to do in the first place since one good optimized combo could kill any non-solo character (and I guess getting hit by 40-50% combos from Parasoul and Double even though you're ONE character against three). In the end, I'm pretty happy. Game is now exactly what I wanted it to be as a spectator. The emphasis is gonna be on dirty resets and not long, boring combos. |
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Lab Zero Games
(05-21-2012, 09:22 PM)
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#3213
Last weekend, there was a Japanese Skullgirls tournament:
http://www.twitch.tv/finalroundbats/b/318682725 http://www.twitch.tv/finalroundbats/b/318690048 Bracket http://challonge.com/frb01_sg 1st tonosama 2nd Niceboy 3rd Motobe Izou / Kusoru a.k.a. Ageo Joe And there's another happening on 6/16! http://goutama.net/event/vol11/ Exciting stuff.
Also, if we're going to get cross-platform working with the PC, we need to set all those things up very carefully from the start. It's more than just adding a single (very complicated) feature, it's making it robust enough to handle all of our future plans for it.
Last edited by Ravidrath; 05-21-2012 at 09:34 PM.
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Member
(05-21-2012, 09:58 PM)
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#3214
Belated thanks, Ravi, for getting the Double logo and pics up on the Customize part of the store.
I'm getting some error when I try to make my shirt atm(it tells me I didn't pick some option in red instead of letting me pay for it and forces me to start over), but I think it might just be a browser thing. Will try when I get off work today. |
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Member
(05-22-2012, 03:14 PM)
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#3217
The Break #160 - SG GF - Masta Chibi VS FC ChrisG
Just to show how dumb that head is. I knew it was going to be a problem the moment I got caught in my first NOM loop. BSL - Spring Season - Week 5 - KOF13/SG/AE2012/UMVC3 Another good show as usual from box sessions. Dios X shows off some sick overhead resets using Filia that I didn't know about. You'll see a nice bit of Painwheel and more talk about the game from Viscant. Double ass is abundant here. I think people are definitely relying too much on her right now. RipTen Dojo: Interview with Skullgirl’s Audio Director Vincent Diamante Choice quotes:
Quote:
It seems like this is what everyone else is planning. It's the PC, Diablo or big 360 exclusives getting in the way. I just wonder if any of these guys are actually coming back. |
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Member
(05-22-2012, 03:34 PM)
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#3218
In my case it's VF and possibly Persona. I do want a fighter for the PC, so I'm planning on double-dipping there instead of getting DLC on the PS3.
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Member
(05-23-2012, 01:32 AM)
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#3219
Oh ... oh god.
lilo & stitch skullgirls edition http://www.youtube.com/watch?v=JZXnBNI7sJo HNNGGGHHHHH ... I need Umbrella as DLC. |
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Member
(05-23-2012, 02:20 AM)
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#3221
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Member
(05-23-2012, 08:01 PM)
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More changes
#3223
Additional Skullgirls Patch Change Notes From UltraChen TV
Quote:
Last edited by SolarPowered; 05-23-2012 at 08:04 PM.
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Member
(05-26-2012, 04:35 PM)
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#3225
Quote:
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Lab Zero Games
(05-26-2012, 09:45 PM)
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#3226
He sent in a bunch of others, too, and they were also weird. There were a few MK/Skullgirls mash-ups, Valentine doing the dance of the seven veils, and some others. I like good fan art. But I like weird/charming/clever fan art more, because it's a lot rarer. |
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Member
(05-28-2012, 10:20 PM)
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#3228
First time I've felt absolutely destroyed online today. Ran into a dude named Psyken while going through unranked matches. This guys block strings with Valentine/Double were intense, every time I'd get out I'd be hit by Double assist and thrown back into the blender. I'm usually running Double on point these days and naturally as I hornet bombered my way out ... I'd be tagged by the assist version of Hornet Bomber every single time. In hindsight I probably should have tried to make a more conservative approach to a team with Double assist (despite using it myself I actually dont have much experience against someone who actually knows how to use it effectively) but I was in "fuck you Imma hornet bomber into catellites" mode at the time. The real issue was that if I'd back off to try to respect the Double assist he'd just run up and stick me in a block string long enough to call the damned thing again (and this is with copious amounts of advance guarding mind you). I've considered the possibility that there was a hole in my team with the lack of an invincible assist while running Double on point but I'd never really felt it as a huge limiting factor until this point, definitely going to be picking up Filia or Parasoul after this.
Never before have I felt more thankful that Mike is nerfing Hornet Bomber HK because that shit is dumbbb. Multihitting invincible assist that doubles as both lockdown and get off me? A fullscreen confirm into any combo you want? Shit is silly. Did a quick google search of the name after the match and low and behold ... what do I find? http://www.youtube.com/watch?v=i1NL7uEq1V4 Psyken vs. ChrisG / NerdJosh. The guy has crazy experience against some of the best players in the game. It was definitely a humbling experience and I look forward to playing more people of his caliber in the future. |
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Member
(05-29-2012, 03:34 PM)
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#3229
That's a pretty interesting encounter. It's rare that you'd run into someone like that online. If nothing else, I hope it was a good learning experience.
On a different note, Mike is reaching out to the community and inquiring as to whether or not people would be interested in a slight speed increase (3%). Head over to the Shoryuken forums to voice your opinion. |
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Lab Zero Games
(05-29-2012, 04:21 PM)
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#3231
Yeah, I'll post what Mike said about speeding up the game, and report back anything you guys say.
Quote:
Last edited by Ravidrath; 05-29-2012 at 05:02 PM.
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Member
(05-29-2012, 05:59 PM)
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#3234
I had no idea that you were already doing some new stuff for the first DLC character, Rav. Did you do all the stories for the characters? How high would you rank the current one so far when compared to the other stories?
I'm not expecting facebook people to give favorable responses even though Skullgirls is somewhere between SFIV and BB which is not even that fast.
Is it because you can't find any? I normally quick match and I almost never have problems finding games. Player match is pretty empty on both consoles though.
Last edited by SolarPowered; 05-29-2012 at 06:07 PM.
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Member
(05-29-2012, 06:34 PM)
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#3235
Gotta say I'm undecided on the speed increase, more because I can't say what a speed increase would really mean for the game. I have no basis of comparison here and without any sort of footage demonstrating what a sped up version of SG would look like I'm a bit hesitant to side one way or another. Hopefully we'll have some footage by WNF to see how this sort of thing affects the game as a whole.
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Member
(05-31-2012, 09:26 AM)
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#3236
MikeZ showing off the newest (and fastest) build of Skullgirls and talking about some of the latest changes to the build that haven't been seen before. Briefly going over balancing philosophy and the advantages of being a competitive player as well as a game designer when it came to this games development.
http://www.twitch.tv/leveluplive/b/319893925 Starts around 30 minutes. THIS tidbit is the most interesting by far though. Knockdowns being changed globally for all assists.
Quote:
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Member
(06-01-2012, 09:32 AM)
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#3237
I find it hard to make time to play and learn this in detail because omgbbq KOF XIII, but I'm pleased to see the game still being supported with decisions that seem to be well thought-out.
I've had mixed reports regarding how viable it would be to play a single character. What's the current consensus? |
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Member
(06-01-2012, 11:31 AM)
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#3238
Despite this however, things that have arisen in the game such as touch of death combos with Fortune and Painwheel have greatly diminished this main strength of a solo character. The raw damage capability is dampened by the fact that a team with a specific setup can land a massive combo that takes out 50%+ of a solo character's health or potentially 75%+ against a team with multiple characters. Couple this with the obvious lack of an assist that comes with being solo and in a lot of instances one is put into a situation where they're going to be at a distinct disadvantage. The incoming patch is something to be excited for if you're a person who is more inclined to play a solo character though. The IPS change is going to greatly decrease the length of combos, character specific loops are being addressed and removed from the game (Fortune's Nom Loop, undiscovered Valentine corner shenanigans) and the change to assist knockdowns is also going to make it harder for someone with an invincible assist to bully their way out of your pressure and connect with a combo afterwards. So things are looking up for Solo characters all and all. |
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Member
(06-03-2012, 04:32 PM)
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#3239
http://shoryuken.com/2012/05/31/autu...t-at-evo-2012/
Autumn Games Sponsoring Official Skullgirls Side Tournament at EVO 2012 This is very good news for the game. I hope it gets a ton of competitors. I've heard some talks about a stream, but we probably won't know for a while. I expect to see a lot of positive press for the game at EVO. The patch better be before then too. :P
Post patch? I think it might be doable, but trying to predict how a fighting game will evolve is no easy feat.
Last edited by SolarPowered; 06-03-2012 at 04:35 PM.
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Member
(06-03-2012, 11:51 PM)
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#3240
Nice. They didn't have to go through the trouble of opening a side tourney for the game, I'm sure players would have had no objections for it to take SFxTKN's slot.
I kid SFxTKN fans, I kid. But seriously, this is a great way to generate/keep hype going for the game, especially after it slowed down a bit, at least here. |
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Member
(06-04-2012, 04:36 AM)
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#3241
Mike Z is running another Q&A session: http://www.twitch.tv/themixup
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Member
(06-04-2012, 11:20 AM)
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#3242
http://www.twitch.tv/themixup/b/320309048
Woo! Stream Archive with the latest build of SG showing off ... even more changes! Before that though, at the 21:00 minute mark we go over some of the DLC colors we'll be seeing in SG. I'll list the notable ones ... or at least the ones I can identify. Double - Neapolitan Ice Cream(Chocolate, Vanilla, Strawberry) Ice? Parasoul - Mitsuru (Persona) Zero Suit Samus (Metroid) Valentine - Even more ninja-y? Blueberry? Cerebella - Ameribella Peacock - Awesome red/white Cable (looks FANTASTIC) Zombie? Ms.Fortune - Blue Mary (KOF) Xbox 360. Of the palettes shown I'm definitely feeling that Peacock and Parasoul have the best of the bunch. I have a soft spot for Ice Cream double as well but for sure I think Im going to be picking up Peacock's day 1. I MAY get Parasoul if I start using her. Seeing as how Double assist is getting nerfed I'm probably gravitating towards her regardless. |
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Member
(06-06-2012, 03:11 AM)
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#3247
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Member
(06-06-2012, 06:34 AM)
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#3248
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Member
(06-06-2012, 03:35 PM)
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#3250
Today at 10:30am PST (or 1:30pm EST), Mike and Alex will be talking about the PC port of Skullgirls with the Origin people (though the game will also be on Steam and other DL services).
http://www.origin.com/skullgirls-chat |