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Skullgirls |OT| New age of Heroines

Bookmarked! I still don't understand this game's combo system. Like, why can't I do the HK bnb after a throw? It breaks at the second c.MK for some reason.

Also, a gentleman I played with in IL did j.MK, fly, j.MK after launcher in his bnb, and I wonder why you don't do that at any point.

Will the upcoming patch destroy these combos?
Posting for the new page.
 
Bookmarked! I still don't understand this game's combo system. Like, why can't I do the HK bnb after a throw? It breaks at the second c.MK for some reason.

The reason you can't do the HK BnB after a throw is because the IPS system starts you off immediately at Stage 3 after a throw has connected. Stage 3 is unique in that that's where the game begins to actively track the moves you use in a combo and will restrict what moves you can use at the beginning of chains based on what moves it has tracked you connecting, stages 1 (First Air Chain) and 2 (First Ground Chain) don't do this which is why you're able to repeat the normals used in those sections in later parts of the combo.

Also, a gentleman I played with in IL did j.MK, fly, j.MK after launcher in his bnb, and I wonder why you don't do that at any point.

There's nothing stopping me except having to reformat my combo a bit. I use jMK in a separate section. The combo system is extremely open ended at the end of the day and Painwheel combos especially leave themselves open to a lot of creativity. Feel free to experiment and use your own stuff.

Will the upcoming patch destroy these combos?

Good question ... we don't know yet. Mike seems to be undecided about whether or not to go with an overarching stricter IPS system or the implimentation of undizzy. If you had asked me this question 4-5 weeks ago then it'd be a no but the way the IPS system is now means this combo should work so long as it doesn't activate the Undizzy Stun. Just have to wait and see.
 

Beckx

Member
Okay, Skull/Bella-GAF, help me out. Just finished a session in training mode. Was feeling pleased with myself after mastering this beginner combo with Bella:

c.lk, c.mp, c.hp
j.lk, j.hk
s.lp, s.mp, s.hp
qcf+lp, qcf+PP

and variations thereof. Was training against a two-person team of Double and...someone else who I never tried against. I decided to see how much damage that was against a 3 person team and so started against Double, Parasoul, and Peacock.

Against Double, the combo would land the same way. Against Peacock, the QCF+lp whiffs over her body, ending the combo. Against Parasoul, the third chain almost never connects, breaking the combo after j.hk.

I am assuming at this point that either (1) I am screwing this up, because people say Bella's j.hk restands, but not when I do it (opponent always hits the ground), or (2) the 3rd and 4th chain of this combo are just character specific and so I should save it for those it works on, and just go with a more basic combo against the others.

Any input appreciated.
 
Okay, Skull/Bella-GAF, help me out. Just finished a session in training mode. Was feeling pleased with myself after mastering this beginner combo with Bella:

c.lk, c.mp, c.hp
j.lk, j.hk
s.lp, s.mp, s.hp
qcf+lp, qcf+PP

and variations thereof. Was training against a two-person team of Double and...someone else who I never tried against. I decided to see how much damage that was against a 3 person team and so started against Double, Parasoul, and Peacock.

Against Double, the combo would land the same way. Against Peacock, the QCF+lp whiffs over her body, ending the combo. Against Parasoul, the third chain almost never connects, breaking the combo after j.hk.

I am assuming at this point that either (1) I am screwing this up, because people say Bella's j.hk restands, but not when I do it (opponent always hits the ground), or (2) the 3rd and 4th chain of this combo are just character specific and so I should save it for those it works on, and just go with a more basic combo against the others.

Any input appreciated.

The restand with jHK only works on everyone while the c.mk launcher. Try doing this instead.

c.lk, c.mp, c.hp
j.lk, j.hk (This gives you a knockdown)
c.lk c.mk
j.mp j.hk (THIS restands, delay the jHK on lighter opponents, hardest to do on Peacock but the timing isn't too difficult)
*dash forward a little bit*
[s.lp s.mp s.hk] (s.HK does more damage than s.hp)
qcf+lp qcf+PP

This combo works on every character in the game and does more damage. You can also add another launcher string there to tack on even more damage though, at the bracketed section instead of beginning the chain with s.LP you can use :

s.MP c.HP
j.lp*X -> j.lk or j.HP (j.LP chains into itself mid-air so you want to mash it until you get to a certain height where you can cancel into either jLK or jHP. It's more difficult to do it with j.HP but you get a tad more damage to do so)
s.lp s.mp s.hk
qcf+lp qcf+pp
 
Okay, Skull/Bella-GAF, help me out. Just finished a session in training mode. Was feeling pleased with myself after mastering this beginner combo with Bella:

c.lk, c.mp, c.hp
j.lk, j.hk
s.lp, s.mp, s.hp
qcf+lp, qcf+PP

and variations thereof. Was training against a two-person team of Double and...someone else who I never tried against. I decided to see how much damage that was against a 3 person team and so started against Double, Parasoul, and Peacock.

Against Double, the combo would land the same way. Against Peacock, the QCF+lp whiffs over her body, ending the combo. Against Parasoul, the third chain almost never connects, breaking the combo after j.hk.

I am assuming at this point that either (1) I am screwing this up, because people say Bella's j.hk restands, but not when I do it (opponent always hits the ground), or (2) the 3rd and 4th chain of this combo are just character specific and so I should save it for those it works on, and just go with a more basic combo against the others.

Any input appreciated.

Personally, I'd say to not bother with that combo, and practice

c.lk, c.mp, c.hp
j.lk, j.hk
c.lk, c.mk (important)
j.mp, j.hk (close to the ground so that it restands)

after that it's your choice on what to do
 
I can play if you're willing to risk playing an international match on wireless...from one end of the house to the other...while my brother plays on XBL...you know that doesn't sounds as that good of an idea anymore...

Edit: Well, he says he's playing one last FIFA game so maybe we can get a match proper in like 10 minutes
 

Krackatoa

Member
Posting for the new page.

After a Throw, you immediately enter Combo Stage 5. This makes IPS kick in as soon as it has a repeat normal start a string.

So you can do:

Throw > s.HP xx LK.Buer xx Fly > df.j.LK > cr.MK, s.HP xx Fly > df.j.LP > cr.LK, cr.MK, s.HP

You are starting no two strings the same. The first uses up s.HP, ends in LK.Buer. Those two can no longer be used to start a string. Jumping LK is then used, then cr.MK. Then Jumping LP is used, then cr.LK.

You can use previous normals in later strings, but you can't use them to start a new string during Combo Stage 5. At the start of any following string, if you threw in another s.HP, LK.Buer, cr.MK, cr.LK, j.LP or j.LK, Infinite Prevention would trigger.

In a regular combo, IPS will not register your first aerial, your first flight cancelled/dash-cancel+aerial, and your first ground series. It will ignore all of that.

This means you can do something like cr.LK, cr.MK, s.HP xx LK.Buer as a starter, and use any of those attacks to start strings later on in the combo. If you happen to use any of those after the first ground string, it will trigger IPS.
 
What I have trouble understanding is what it means to "start a string". Where are these strings starting and ending?! It all looks like one big thing to me.
 
GGs Disco, I definitely need to play with you more before I leave next week. I'm pretty sure you're the only guy I've fought from here I have a losing record with.

Maybe it's an excuse, but I think I need to get some new parts for my stick. At the very least it somehow got stuck on down once during the result screen while it looked like it was in neutral

What I have trouble understanding is what it means to "start a string". Where are these strings starting and ending?! It all looks like one big thing to me.

Replace "string" with "magic series" and you'll probably understand better.
 
GGs Disco, I definitely need to play with you more before I leave next week. I'm pretty sure you're the only guy I've fought from here I have a losing record with.

Maybe it's an excuse, but I think I need to get some new parts for my stick. At the very least it somehow got stuck on down once during the result screen while it looked like it was in neutral



Replace "string" with "magic series" and you'll probably understand better.
I still need so much more info.

How do specials work in strings?
If I start with LP, can I never use LP again in the combo?
If I end with HK, can I still start with HK later?
If I use c.MP in the middle of the string, can I never use it again?

The one liner just isn't answering all of these more detailed questions I have.
 
-They're counted the same way as normals are iirc.
-Only if it's not the starter of the first string
-Yes
-Yes you should be able to

Still, I'm sure there are more details to that that I can't help you with.
 
I'm terrible at combos and the IPS system doesn't really make it easier than the regular hitstun decayed combos. I don't even know where strings end or start. I just press buttons. Let's say I do something like this with Parasoul...

j.HP, st.MK, cr.HP, j.MP, j.HP, j.HK, cr.MK, 2x st.HP, lp.Tear shot, st.LP, st.MP, f.HP, sniper shot

Where do my strings start and end here? I have my own vague idea of where strings start and end which keeps me from activating the IPS system thousands of times, but it might be flawed.
Story of my life.

We can play tonight if I get to being on. PSN is guitalex2007.
soon

Edit: Your friend list is maxed out, it seems.
 
Brady has a To-Do list!
https://docs.google.com/document/d/1b2Zw6-QOcz0KqopbBTPUgRDBUMaoWgVt9qzjoKfKyII/edit?pli=1

New Hud (Maybe?)
DONE - First Draft design.

VS. Screen (Maybe?)
DONE - First draft design, approved.



GGs Disco, I definitely need to play with you more before I leave next week. I'm pretty sure you're the only guy I've fought from here I have a losing record with.

Maybe it's an excuse, but I think I need to get some new parts for my stick. At the very least it somehow got stuck on down once during the result screen while it looked like it was in neutral.

Yeah hit me up whenever, I was definitely pleasantly surprised at the quality of the matches despite the ping (156 was the reading for me), I set that delay to 3 and it was smooth sailing from there.

GGs again, if you need any help with specific matchups I can definitely assist in that department as well and with Guitalex here you can feel the true terror that is Fortune as well.

What I have trouble understanding is what it means to "start a string". Where are these strings starting and ending?! It all looks like one big thing to me.

Launching your opponent into the air, landing, fly/airdash cancelling, and linking are all things in the IPS that the game considers the beginning of new strings.You can think of it as the transition from one character state to another, whether that be a transition from ground to air, recovery to neutral (for links), or air to more air with airdashes and flight.

It's a lot less complicated than it seems. Take this Painwheel combo that I posted from before, I'll try to explain it in terms of the IPS system. The "~" will show the marker that the game is reading to denote the beginning of a new string.

jHK
~land
crLK crMK HP*
~Fly
jLK
~land
crMK crHP
~Fly UpForward
jHK
~land
crLP HK
~jump
jHP jHK
~land
crMP HK
~jump
jMP
~Fly Forward
jMK jHP jHK
~land
crLK crMK HP QCF+LP

I still need so much more info.

How do specials work in strings?
If I start with LP, can I never use LP again in the combo?
If I end with HK, can I still start with HK later?
If I use c.MP in the middle of the string, can I never use it again?

The one liner just isn't answering all of these more detailed questions I have.

http://wiki.shoryuken.com/Skullgirls/Game_Systems#The_Infinite_Prevention_System

I'm terrible at combos and the IPS system doesn't really make it easier than the regular hitstun decayed combos. I don't even know where strings end or start. I just press buttons. Let's say I do something like this with Parasoul...

j.HP, st.MK, cr.HP, j.MP, j.HP, j.HK, cr.MK, 2x st.HP, lp.Tear shot, st.LP, st.MP, f.HP, sniper shot

Where do my strings start and end here? I have my own vague idea of where strings start and end which keeps me from activating the IPS system thousands of times, but it might be flawed.

j.HP
st.MK, cr.HP,
j.MP, j.HP, j.HK,
cr.MK, 2x st.HP, lp.Tear shot,
st.LP, st.MP, f.HP, sniper shot

Organized for clarity, each line is the entirety of a single string.
 
j.HP
st.MK, cr.HP,
j.MP, j.HP, j.HK,
cr.MK, 2x st.HP, lp.Tear shot,
st.LP, st.MP, f.HP, sniper shot

Organized for clarity, each line is the entirety of a single string.
Thanks

The strings turned out exactly like I thought they would in my head. This is actually the first time I've tried this type of combo and it does like 1.5k more damage than the old ones I used to use. The scary part is how freaking easy it is. Parasoul may have the easiest midscreen game now as far as I'm concerned. I'm definitely going to look for a way to push more damage out of my midscreen game with Parasoul from now on. Peacock gets a free 7k like nothing and is the only character with a simpler midscreen game.
 
Guys, it's happening.

qxGy8yJ.jpg

<wippler-workn> srsly give it till like....11 (implication being AM) PST.
<wippler-workn> There are 2 layers inbetween you and keys. I would expect em today IF both layers check their emails.

For real this time.
(wippler is MikeZ)

Thanks

The strings turned out exactly like I thought they would in my head. This is actually the first time I've tried this type of combo and it does like 1.5k more damage than the old ones I used to use. The scary part is how freaking easy it is. Parasoul may have the easiest midscreen game now as far as I'm concerned. I'm definitely going to look for a way to push more damage out of my midscreen game with Parasoul from now on. Peacock gets a free 7k like nothing and is the only character with a simpler midscreen game.

Try this.

j.HP
st.MK, cr.HP,
j.MP, j.HP, j.HK,
cr.MK, c.HP
j.LP *delay* j.LK j.MP
-land -> rejump forward-
jMK jHP/jHK (restand)
st.MP, s.HPx2 LP Napalm Shot
st.LP st.MP f.HP Sniper
 

Beats

Member
What's wrong with the MK PC version?

Anyways, ggs Beats, that was fun. Man, your Fillia hurts when she gets a hit. I need to learn to finish my BnB.

Good games :]. A few too many misinputs by me with Filia. >.<

@Kioshen: I've never been to Foonzo actually lol. I should probably go someday, but it takes me an hour and a half by public transit to get downtown. :/
 
Guys, it's happening.

qxGy8yJ.jpg

<wippler-workn> srsly give it till like....11 (implication being AM) PST.
<wippler-workn> There are 2 layers inbetween you and keys. I would expect em today IF both layers check their emails.

For real this time.
(wippler is MikeZ)
Awesome. Fire up the hype train, and I guess someone should make a PC Beta Thread over on the main section.

What's wrong with the MK PC version?

No windowed mode, plus it's a bit pants for mid-to-low end machines, which considering it's an UE3 game is a bit of a howler.
 
As for the two layers, Humble Bundle is currently running their eBooks Bundle 2, so I'd imagine they would be fairly vigilant of their inbox, while Steam might be a bit more of a problem, but I'd imagine they would hand out keys by the middle of PST working day.

Remember kids, 6pm BST is about 9am PST, don't expect it to happen until late today if you're in the EU.
 

Mr. X

Member
String, Chain, Magic Series, etc.

Easy way to remember is the chain ends when you link or have something between 2 attacks like a jump, dash, fly, etc. You can't chain backwards anyway so if you're going from HP to LK, Super to any normal or Special to a Normal, you're chain has ended and a new one begins.

LP LK MP MK HP HK Special Super or L M H Special Super if you have a 3 button chain would be a full chain. Going back would be starting a new chain.

Be careful of chaining something like Parasouls sLK sLK where if you do it too slowly, it'll be a link.
 
I was all unhype until I realised it was Mike Z giving out the info.


Now I am pretty hype. Shame it might be bedtime for me before the beta is out.
 
So how hard is it to get 10k+ beta keys?


Ravidrath has to get Valve to give him them then get the HB guys to hook them in to their database, then do some double checking and then fire out a email telling people they can grab it from the HB website.


Could take anywhere from two hours to a few days depending on correspondence speeds.
 

Beckx

Member
The restand with jHK only works on everyone while the c.mk launcher. Try doing this instead.

c.lk, c.mp, c.hp
j.lk, j.hk (This gives you a knockdown)
c.lk c.mk
j.mp j.hk (THIS restands, delay the jHK on lighter opponents, hardest to do on Peacock but the timing isn't too difficult)
*dash forward a little bit*
[s.lp s.mp s.hk] (s.HK does more damage than s.hp)
qcf+lp qcf+PP

Sitting in training mode and starting to get the hang of this now. I foresee me dropping this combo a lot between the c.mk and the j.mp. I either push UF too soon turning the c.mk into a kanchou or hit j.mp too late and go flying over them. But I'm getting it. Thanks!
 

Kioshen

Member
Keyboard config is broken and I'm too stupid to figure the secret keycode to reassign directions. Guess I'll have to wait tomorrow by bringing my second joystick at work. I wonder where we report bug reports for the beta.

Seems to run smooth in 720p windowed on a HD4000 but couldn't test any combos and such.
 

Ravidrath

Member
Keyboard config is broken and I'm too stupid to figure the secret keycode to reassign directions. Guess I'll have to wait tomorrow by bringing my second joystick at work. I wonder where we report bug reports for the beta.

Seems to run smooth in 720p windowed on a HD4000 but couldn't test any combos and such.

Guh, seriously? I'll let Mike know.

And we'll get the beta forums set up soon for reporting bugs.


Game's crashing on startup. Can't play. Where's Mike ahhh

Wow, really? We've had a few days of compatibility testing without issues, too.

What's your setup and what's the error?

And Mike's asleep - I think he was up until 6 AM finishing this up.
 

Masaki_

Member
Here's what I got.

OS: Win 7 Home Premium 64 bits
CPU: Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz (4 CPUs), ~3.6GHz
4 gigs of RAM
GPU: ATI Radeon HD 5700 Series (It's a 5770)
DirectX 11

The error is just "Skullgirls.exe has stopped working". If you guys later require more information, I can send you the full diagnostic.
 

Ravidrath

Member
Command lists don't work. Someone link me to a Squigly movelist?

...? What's happening?


Here's what I got.

OS: Win 7 Home Premium 64 bits
CPU: Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz (4 CPUs), ~3.6GHz
4 gigs of RAM
GPU: ATI Radeon HD 5700 Series (It's a 5770)
DirectX 11

The error is just "Skullgirls.exe has stopped working". If you guys later require more information, I can send you the full diagnostic.

Yeah, send that to me please.
 
Welcome to my world, everyone. The fun of pre-final code. :D

(Hey Ravidrath, if you're still adding content, it's technically an alpha, not a beta. :A)

... Dammit I just want this to finish loading so I can:

a) Feed it into my veins.

b) Stream it. ^_^

ALSO BE HELPFUL TO DEVELOPERS WHEN REPORTING BUGS:
1) Be clear what the bug is.
2) Explain what you do or did to get the bug.
3) Add any other info that might be helpful.
 
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