So when exactly did Lab Zero hold their EVO side tourney? I was constantly checking their stream to see if anything would come up and nothing did. Yet I heard that they did stream :/
So when exactly did Lab Zero hold their EVO side tourney? I was constantly checking their stream to see if anything would come up and nothing did. Yet I heard that they did stream :/
I think part of it was on one of the main Evo streams. Not a lot of random side streams due to the hotel's pathetic Wi-Fi (from what I heard).
So when exactly did Lab Zero hold their EVO side tourney? I was constantly checking their stream to see if anything would come up and nothing did. Yet I heard that they did stream :/
MikeZ said:This is an important update, so if it isn't great for you be sure and tell me somehow that isn't posting a comment on here because I forget to read them. (^.^)
General
- Add auto-frameskip, delays if refresh rate > 60Hz and skips frames if refresh rate < 60Hz. On by default. You may disable this with
"-noframeskip"
commandline option, and you may improve the performance with
"-novsync"
. This is ALWAYS ON for online play to see if it improves the experience by forcing everyone to run at 60 more or less. We're biting our nails here...
Gameplay
IPS update, closer to the goal:
- Undizzy stun is only added in IPS stage 5, ever.
- 240 stun gives a burst. This is close to what the average combo left before reaching 420 in stage 5 before.
- Stun does not clear immediately, it counts down over a max of 90f (90f from full stun to zero) when not in hitstun, blockstun, wakeup, ground tech or waiting to come in from death/snapback.
- Stun carries over on character switch, mostly for snapbacks. Let's see how this works.
- Multihit moves still only add stun once.
- IPS still carries over on tags only, not on DHCs.
- Fixed
YouTube Video: Painwheel Pinion Dash Nonsense
Views: 48
So for this weird thing, it works with all characters and against all characters, standing, crouching, in blockstun, or in hitstun, any team size. The only thing is that it will only work for the char...
. Team order no longer matters.
Fortune
- Decrease minimum damage on headless Cat Scratch Fever to be closer to headed versions damage.
- Head can only OTG after headless CSF. Works like axe kick, etc.
- Only sneeze can hit without OTG after Feral Edge. That's what you use anyway...
Squigly
Correct meter gain on cr.HP, s.HP, F+HP, cr.LP, s.MP, and j.MK. All were previously giving full meter per hit rather than 1/Nth of the total meter for an attack of that strength.
(Yes, Double/Peacock's j.HK should not randomly do 90 stun.)
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I can't speak for everyone but since this patch I have had 0 issues with the online in the game. People that I KNOW that I was lagging with before 7/17 I can now have 100% smooth matches with. The Frameskip shenanigans they put in WORKED and I'm absolutely ecstatic.
Now let's push towards lobbies now that the online's fixed!
Ooh. I like the latest IPS changes. I'll try to play online for a bit and see if I get the same experience.
Was there no one at least recording it to upload later? Too bad Art doesn't think Skullgirls matches would raise his CPM.No Wi-Fi would be able to handle that.
The real issue was that there wasn't enough 4G capacity for anyone to stream.
Was there no one at least recording it to upload later? Too bad Art doesn't think Skullgirls matches would raise his CPM.
Yeah the IPS is definitely going in a direction I approve of, yesterday there wasn't much of an effective change because the undizzy cap hadn't been adjusted but today I can definitely see a difference in the power of consecutive resets.
Oh, and gg.
Lo and behold, the top 32 surfaced. I'll be surprised if we get pool play, but this is good enough for me.
The aforementioned patch notes.They're now posting beta update notes in the Steam group, which is nice.
Today's patch is Valentine buffs it look like.
I just wish I wasn't getting slaughtered online by anyone who knows what they're doing. Wish I could put up somewhat of a fight.
General
Automatically disable vsync for online games.
Cerebella
- Add Pummel Horse/Kanchou/BT Butt assists, done as (C)B,F+same strength P+K. LP+LK = Pummel Horse, MP+MK = Kanchou, HP+HK = BT Butt.
- Return Kanchou to hold-to-attack style, was widely preferred.
- P buttons do same attacks from run as K buttons do (LP = stop, MP = Kanchou, HP = BT Butt)
Peacock
- Can no longer taunt in the air. Oops.
Valentine
- Counter super now has 0f startup (was 1f) and exits the pose as soon as it becomes vulnerable.
- Poison load Lv1 is 10f faster, Lv2 is 5f faster, voice clip now indicates level rather than poison type.
Ahahaha, totally trying Peacock + Cerebella Ram Assist today. All invincible assists will kneel before me.
Ahahaha, totally trying Peacock + Cerebella Ram Assist today. All invincible assists will kneel before me.
I've played the beta a bit and this is brutal online. I get hit once and lose half my health. And then I get hit again and lose half my health.
I played a ton of SF4 online and so I know how it goes. I have a 45% winning percentage that was the end result of lots of losses.
But I don't know if we are just at the expert stage or what of this game. Kind of tough to learn it.
The game's been out for more than a year, so there are definitely advanced players on the prowl.
There are still lots of new players learning the game though. Fighting randoms is always a toss up, but if you ask around in places, like here or Skullheart or the irc, you should be able to find people on your level.
I've played the beta a bit and this is brutal online. I get hit once and lose half my health. And then I get hit again and lose half my health.
I played a ton of SF4 online and so I know how it goes. I have a 45% winning percentage that was the end result of lots of losses.
But I don't know if we are just at the expert stage or what of this game. Kind of tough to learn it.
Isn't playing a specific person something you can't do yet in the beta though or have I just missed it all this time?
Isn't playing a specific person something you can't do yet in the beta though or have I just missed it all this time?
You can't do it yet, though I keep running into you and getting completely destroyed.
Anyone who is a regular at this game (probably as they should) completely destroys me- I do decently to good against folks I don't recognize from the thread or Salty Cupcakes, so I'm probably not terrible.
Skullgirls really punishes you for playing good players- you just get destroyed and you can't think of a way to fight back (I think part of my problem is that I play a team that doesn't really have much in the way of invincible stuff)
General
- Add Slow Motion as a choice for Select button behavior in training mode. Press Select = 50% speed, press again = 10% speed, press again = normal. Pausing the game also returns it to normal.
- Can skip assigning Macro 1 and 2 buttons in Config All by pressing whatever you mapped to Start.
- Add New Meridian Rooftops stage, with music! If the stage is LOCKED for you, delete your savedata in MyDocuments/Skullgirls and it will unlock. Hah. And yes, there are lighting issues with, say, cat heads. We know.
- New version of the River King Casino theme.
Le daily IPS, you people better like this one because I have to go back to doing things that are not this, like Squigly...
- 380 stun, stage 5 only, carries over same as before, drains when not in hitstun/blockstun. 65f from full stun to zero.
- Specials do 20 stun. Some do extra (Bang HP / Hairball) because bugs.
- Moves that count the same for IPS only add stun once. s.LP x2, Valentine MPx2 or HKx3, Parasoul MKx2, Painwheel F+HKx4, etc.
Fortune
Put back ability to do Rekka x2 -> head toss. Wasn't removed on purpose, heh.
Sounds like every fighting game ever made.You can't do it yet, though I keep running into you and getting completely destroyed.
Anyone who is a regular at this game (probably as they should) completely destroys me- I do decently to good against folks I don't recognize from the thread or Salty Cupcakes, so I'm probably not terrible.
Skullgirls really punishes you for playing good players- you just get destroyed and you can't think of a way to fight back (I think part of my problem is that I play a team that doesn't really have much in the way of invincible stuff)
Spent some time in training mode for the New Meridian Rooftop and it looks fantastic. There are tons of billboards with familiar names on them too, heh.
Sounds like every fighting game ever made.
Spent some time in training mode for the New Meridian Rooftop and it looks fantastic. There are tons of billboards with familiar names on them too, heh.
It's to a much higher degree in SG. In most fighters, it feels like I can at least get somewhere on better players on occasion, but not SG. That said, I don't play Marvel (and I wouldn't be surprised if Marvel's the same way)
Isn't playing a specific person something you can't do yet in the beta though or have I just missed it all this time?
People aren't joking when they say Marvel makes them angry even if they win.It's to a much higher degree in SG. In most fighters, it feels like I can at least get somewhere on better players on occasion, but not SG. That said, I don't play Marvel (and I wouldn't be surprised if Marvel's the same way)
People aren't joking when they say Marvel makes them angry even if they win.
Skullgirls feels like floating on fluffy clouds in comparison.
Sometimes the only thing you need to start doing better is a change of assists. What was your team?
I use Peacock/Cerebella right now, usually use George Air Show/Cerecopter for AA.
Filia is as close as perfect as you can get. You don't exploit her weakness to win. You exploit the player's weakness. In other words, you have to outplay the person sitting next to you (or on the other side of the screen).Playing FIlia with her safe IAD stuff and hairball cancelling to make it more safe makes me mad. It's like what does she have as a weakness to make up for that, Fortune seems kinda too good at the moment as well.
That said, I probably play a team with a massive weakness to rushdown. (I gravitate towards those chars in just about any game)
The game gives you plenty of meter and even takes off one bar for all non level 1 DHC supers. It is normal for Double anchors to have a FULL five meters at the end of every match in a tournament setting. If you don't have meter you are doing something wrong. Either you aren't hitting your opponent enough or he is resetting you out the wazoo causing very little meter gain for you whenever you get touched.At least I did manage to get some close games, and saw and did actual comebacks just now (Skullgirls it seems a little too hard to make comebacks- thinking meter gain on getting hit ala KOFXIII's comeback mechanic needs to be increased)
Yep, this was only invincible in Vanilla SG and it was super broken so that went right on out and Cerebella had to settle for one of the best blockstun inducing assists in the game instead.That's your problem right there. Cerecopter should only be used for lockdown because it is not invincible at all.
It always gets overshadowed by Napalm Pillar and Up-do. Devil horns (Cerebella DP) is actually a pretty good GTFO assist.Yeah, if you want AA then you should use DP+MP instead. Hell, if you're on the beta using her Battletoads headbutt as an assist might be another alternative.
Has there been any update on the linux port?
Last night they said they were having some delays due to the porter having to work on something else.
200Mb of fresh patch is coming down my internets. No patch notes yet, I assume MikeZ is typing them up as we speak.
General
- All refresh rates above 50Hz are choosable for Fullscreen.
- Vsync defaults to off in windowed, and for all non-60Hz screen modes. Use option -forcevsync if you'd like to turn it back on for now, it will become a regular option soon. Vsync always forced off for online.
- Fix lighting issue on Rooftops.
- Fix NPC shadows on New Meridian.
- Use more-compressed audio for BGM (patch size is mostly due to replacing a 750+MB file with a 200MB file.)
Gameplay
- Specials at the start of chains can now trigger undizzy bursts, whoops.
- Decrease attacker's meter gain in combos by about 20%, victim gets the same amount as before.
- Add Counterhit spark. (Uh. Well, it's something...)
- Falling from a baited burst when you can't move or attack is now counterhit state so you can't tech throws from it either.
Cerebella
Damage adjustment, Devil Horns 1450 -> 1200.
Double
- Restore old normal jump height.
Filia
- Damage adjustments: j.HK 1100->900, s.HK 1200->1100.
Fortune
- Fiber Upper now -13/15/17 on block for L/M/H.
Parasoul
- Allow j.HK from air tear toss. Oops.
- j.MK float now done by holding Up.
- Damage increase (average of 100pts) on s.LP/LK/MP/HP/HK/F+LP/F+MP/F+HP, cr.MP/MK/HK, j.LP/LK/MK/HP/HK/B+LK/D+MK. She is now roughly in line with the average of everyone else.
- Damage decrease on s.B+HK, now is 1050.
- 5f extra hitstun on j.B+LK, blockstun unchanged.
- Small tear explosions have increased radius, dmg 200->400, hitstun 19f->25f.
- Tear Shot damage +50, hitstun +1f, tears from shots wait 10f longer before automatically exploding.
- A small tear explosion hitting another tear will trigger the large explosion as if Parasoul had hit it, rather than the small one...double tear setups/combos are probably useful again. A Tear Shot hitting a placed tear still triggers the small explosion.
Valentine
- Fix throwable/collision boxes on jump land.
Big goddamn patch.200Mb of fresh patch is coming down my internets. No patch notes yet, I assume MikeZ is typing them up as we speak.
Pretty good if you think it'll help you stop this...Solar what would you say the odds of me maining squiggly is?
It's gonna get ugly for everyone who isn't Disco lol.Parasoul
- Allow j.HK from air tear toss. Oops.
- j.MK float now done by holding Up.
- Damage increase (average of 100pts) on s.LP/LK/MP/HP/HK/F+LP/F+MP/F+HP, cr.MP/MK/HK, j.LP/LK/MK/HP/HK/B+LK/D+MK. She is now roughly in line with the average of everyone else.
- Damage decrease on s.B+HK, now is 1050.
- 5f extra hitstun on j.B+LK, blockstun unchanged.
- Small tear explosions have increased radius, dmg 200->400, hitstun 19f->25f.
- Tear Shot damage +50, hitstun +1f, tears from shots wait 10f longer before automatically exploding.
- A small tear explosion hitting another tear will trigger the large explosion as if Parasoul had hit it, rather than the small one...double tear setups/combos are probably useful again. A Tear Shot hitting a placed tear still triggers the small explosion.