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Author Topic: Skull Girls  (Read 14088 times)

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Offline Sabaki

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Re: Skull Girls
« Reply #175 on: May 22, 2012, 11:54:13 PM »
News about the upcoming patch. Check it out!

 http://shoryuken.com/2012/05/22/mike-z-brings-updated-build-of-skullgirls-to-the-mix-up-patch-change-notes-included/

Here's the current changes that are scheduled to be implemented (not finalized yet)

____________________

1) Skullgirls Patch Changes

Added New Tournament Mode

All colors are available in tournament mode.

Sparring mode is not available in tournament mode.

Tournament mode starts you off in button check after controller select and before character select so you don’t forget to do it.

Unplugging a controller after a match takes you immediately back to controller select.

Match options cannot be changed off the default options in tournament mode.

Tournament mode will not grant you achievements, so the game will not freeze during gameplay.

____________________

2) Global Changes

Infinite prevention system now treats standing normal, crouching normal, and command normal as the same move. (Example, s.LP, s.MP, s.HP, c.LP, s.MP, s.HP previously wouldn’t trigger the iPS late in a combo. Now it will because s.LP and c.LP are both considered “grounded LP” for the purposes of detecting infinites.) This makes combos shorter and makes the game more “resetty”.

Hard tags now count toward the IPS.

DHCs no longer reset the IPS in some instances.

Random situations in which the IPS triggered without actually performing a loop after a one frame link have been fixed. (One frame resets still do trigger the IPS.)

The throw tech window has been increased by 3 frames after a grab. (Cerebella’s air command grab is not affected.)

Hit-sparks no longer change to pink when comboing an assist character.

When comboing a character after death, they become immediately invincible after the infinite prevention system is triggered, ending the combo.

Assists now take 20% more damage when hit, up from 6%.

DHC freeze glitch has been fixed.

Alpha counter bugs have been fixed.

Forward techs no longer take priority over backward techs.

Redundant achievement freezes have been removed.

Fixed an issue where characters would transform into hit-boxes while art was still streaming. Instead, they briefly turn into de-resed versions of their normal art. Mike Z describes it as “looking all eight bit.”

Assist inputs are now more lenient.

Assists can now be called six frames before you can normally act.

LP+HK and LK+HP are now assist 1 commands for pad players.

Double jumps no longer cancel their momentum when put into pre-block.

Menus now wrap.

Online performance has been tweaked to avoid slowdown on bad connections.

Glitches involving the game freezing when choosing to change stage have been removed.

PS3 matchmaking has been altered. Matchmaking is now more lenient. Only three tiers are available.

New regions are available for matchmaking.

Save data corruption has been fixed.

New training mode options and in-game move-lists are planned.

US vs. EU crashes have been fixed.

 ____________________

3) Cerebella

Excellabella is now easier to input on the custom assist menu.

Merry Go-Rilla does the correct ratio of damage as an assist now.

Excellabella’s range has been increased.

QCB+LP might be added as a secondary motion for her projectile reflect.

Glitches involving a snap back hitting an armored move have been fixed.

360 protection now applies to double jumps so you can spin the stick in the middle of a jump in order to throw when you hit the ground.

Cerebella’s run throw no longer whiffs on crouching Valentine.

Fixed a problem where Cerebella’s run throw would occasionally push back the opponent much further than it was supposed to.

 ____________________

4) Double

No longer gains meter while Catelite Lives is active.

Hornet Bomber H no longer has invincibility on start-up.

All versions of Hornet Bomber now cause techable knockdown. (Mike Z made a point several times to say that he personally thinks that the Hornet Bomber changes are unnecessary but he is being forced to make them.)

Jumping HP now causes 27 frames of hit-stun down from 37 frames.

MK followup and HK have both slowed down by 3 frames each and have slightly less hit-stun

Nightmare Legion is 2 frames slower on startup.

Nightmare Legion’s animation is faster.

Nightmare Legion knocks you in the opposite direction after it completes.

Nightmare Legion now causes techable knockdown.

Nightmare Legion’s damage has been reduced.

Nightmare Legion no longer stops when an opponent dies in the middle of it.

Double is no longer invulnerable during Nightmare Legion.

 ____________________

5) Filia

Air Hair Ball can now be negative edged.

 ____________________

6) Ms. Fortune

Ms. Fortune’s head flies approximately a screen’s length away from you after OMNOMNOM. This happens both when the move ends and when the opponent is hit out of it. It will always fly in the direction opposite of the nearest corner.

Mike Z said another OMNOMNOM change will be made but it is not implemented yet.

The last hits of Headless Furserker Purrage now hits all crouching characters.

Rekka timing is now more lenient.

Bugs involving strange head movement after death have been fixed.

 ____________________

7) Peacock

Input window for her level 3 is now more lenient

Teleport now has three more frames of recovery

 ____________________

8 ) Parasoul

Tear explosions now scale correctly based on ratio.

Tears now do damage to Marie.

Blockstun from tear explosions are now three frames shorter.

 ____________________

9) Painwheel

Minimum damage on Buer Thresher has been tweaked.

Painwheel’s tag in no longer starts you at combo stage 1.

Spin-Dash’s move input has been changed to hold down, mash kicks. It activates when 4 kick buttons are hit within 35 frames. It can be pianoed.

Spin-Dash can be canceled with a punch button.

Painwheels forward heavy kick command normal now has a shorter window for followups.

 ____________________

10) Valentine

Flatliner no longer stops when an opponent is killed in the middle of it

Flatliner no longer interacts with assists or Ms. Fortune’s head

Level 3 is now faster.

The animation of Level 3 can be skipped by holding punch.

Green (stun) poison wears off more quickly when the opponent is in hit-stun. Makes it harder to do extended poison combos. Removes many combo options along with IPS change.
« Last Edit: May 23, 2012, 12:00:30 AM by Sabaki »

Offline Swiziga

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Re: Skull Girls
« Reply #176 on: May 23, 2012, 12:14:37 AM »
double nerfs make me sad :(

Offline Sabaki

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Re: Skull Girls
« Reply #177 on: May 23, 2012, 10:16:58 AM »
double nerfs make me sad :(

 I hear ya. I'm no Double user and although I agree that Hornet Bomber is abusable due to its invinciblity and already good hitbox, a reduction of invinciblity time (on start up frames only), or a 1-2 hit armor would've sufficed to make her balanced. Heck, I can live with no invinciblity since it's still good, but no hard knockdown is a weird choice as a nerf imho. Hell, Parasoul's Napalm Trigger should also get a nerf, like a reduction of invinciblity frames, cuz right now that move is just as abusive as an assist. Can't speak much on the normal attack nerfs Double received, though.

The other changes, more or less, I'm feeling. Making the game less combo-heavy and promoting resets & 50/50 setups will make things more interesting. Especially good for Fillia and Peacock players, Fillia is strong at resets, while Peacock now has an extended chance of survival against heavy rundown games lol . Changes to the IPS will also increase chances of bursting, which may make "burst baiting" strategies more stronger. All in all, we should be seeing more strategic gameplay with all characters, and how creative peeps will get with resets.

Looking forward to the tournament mode, along with the new additions to training mode :)

Offline Acey

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Re: Skull Girls
« Reply #178 on: May 23, 2012, 10:59:14 AM »
I'm still waiting to download this, I really like(love) the game but I don't want to commit to learning the game until it's settled. I think I'll wait for one more major update then we should be good to go.

Offline Sabaki

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Re: Skull Girls
« Reply #179 on: May 23, 2012, 11:50:03 AM »
 Acey: well, a lot more good things are coming down the pipeline for the game in the near future, so whether you get it now or later you won't be disappointed :)

Here's a vid of the live stream on The Mixup where Like Z discusses the current patch changes.

 

Seeing the new techable knockdown for Hornet Bomber in action, it's not too bad as long as you cancel into a Blockbuster, for you can catch the opponent before the tech. Still means you wont see Hornet Bomber that much cuz you're left at a 50/50 if the opponent techs the hit...that is, if the change really is final.
« Last Edit: May 23, 2012, 12:03:30 PM by Sabaki »

Offline Sabaki

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Re: Skull Girls
« Reply #180 on: May 23, 2012, 05:04:23 PM »
Here's another list I compiled myself just now after watching the Mike Z interview regarding Skullgirls on Ultrachen TV that aired yesterday. This featured yet the latest built that actually changed from the one that was showcased on The MixUp. I tried to only mention new/changed info, although there may be a few repeated stuff from the previous changelist mentioned above just because.

@Swiziga: you should definitely read this, you may be happy with some of the recent changes :)

-------------
GENERAL
 ------------
-Up to 5-frames open window for inputting another attack during a chain for it to still come out.
-Bug fix in button config, now yor next button input is registered even if another button is pressed down (Xbox)
-Both button config windows will not close if one player is done.
-8 frames of leniency for calling assists (i.e. before getting hit, before landing from a jump, etc.)
-Throws, Tag ins, and DHC all add to their respective stages regarding IPS correctly

------------
DOUBLE
------------
1) Hornet Bomber
-Current traits of each version:
H - No invincibility
M - Invincibility on startup, none on active frames
L - Invincibility on 1st few active frames

-Hitbox size remain intact
-OTG period is still there, but bounce has been reduced (means you use up 1 bounce & OTG if comboed immediately afterwards)
-Not techable
-Shortened cancel period into Blockbuster (aka super)

2) Lvl 3 Nightmare Legion
-Still invincible on startup. During progression of move, she is no longer invincible
-Opponent is knocked away on final hit
-Reduction of damage (now closer to other chars' lvl 3 damage)

3) Catellite Lives
-No meter gain

4) Lvl 5 Megalith Array
-Not invincible after super starts

5) Misc.
-2nd M. Kick is slower & shortened hit stun
-Launcher is 3 frame slower (now slower than Ms. Fortune's)

----------------
VALENTINE
----------------
1) Lvl 3 Dead on Arrival
-Sped up
-Stops the timer
-Hold punch to skip cinematic
-Bug where Valentine would lose 2 bars using her Lvl 3 after using her counter super has been fixed

2) Misc:
-Green needle ends half the time faster than before in combos (not getting hit or blocking does not affect duration)
-Jump HP now knocks opponents higher in air combos
-Flatliner no longer hits assists and Ms. Fortune's head (they don't "exist" to this)

-------------------
MS. FORTUNE
-------------------
-Can cancel Cat Scratch (Rekka for short) into head throw, but cannot cancel into head call now
-Can make long combos with L. Rekka while hitting her head on a cornered opponent

-------------
PEACOCK
 ------------
1) The Hole Idea (Aka Teleport)
-Brings her closer to the opponent (within throw range & her St. M. Kick range)
-Teleport Recovery: L-M-H versions are 4 frames, Fake version is 0 frames
-Actual Teleport time for all = the same as before , but startup speed is faster than before...but balanced out with increased recovery
-Can super-cancel recovery

2) Misc.
-Bang! Bang! Bang! give less (correct amount) meter now (3 successful bullet hits builded 1 meter stock)
-Charged Item drop gives 1/3 less meter
-Lvl 3 input window more lenient (may now be 30 frames instead of 15 frames)

----------------
CEREBELLA
 ---------------
1) Tumbling Run -> Pummel Horse
-Timing is stricter for it to connect, but still works
-Now connects on crouching opponents

2) Excellabella
-Horizontal range has been increased (7 1/2 pixels), so now it can catch airborne opponents upclose
-Can no longer cancel it's startup into a Blockbuster (aka super)

3) Misc.
-Damage nerf. For example, H. normal attacks' damage have been lowered by 25-75%.
-Jumping M punch knocks opponent down faster (chained version only, unchained works the same as before). This change is to prevent additional reps possible for some combos that were more than any other characters

---------------
PARASOUL
---------------
-Tear Drop's explosion's damage scales properly -Block stun from Tear Drop's explosion has been reduced by 3 frames (no more unescapable lockdowns)
-Charging attacks are now easier due to the exended button input window
-Certain 1-frame links using Tear Drop explosion that caused the IPS not to activate no longer work

-----------------
PAINWHEEL
 ----------------
1) Pinon Dash
-Command change: Now Down+Kick mash (can be piano keyed)
-Can be used as a custom assist by pressing Down+2K
-Still cancelable with P

-------
FILIA
--------
-Changed tragetory of Fenrir Drive (Blockbuster)
-Slight recovery after Gregor Samson (Blockbuster, air version)
« Last Edit: May 23, 2012, 05:25:08 PM by Sabaki »

Offline Swiziga

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Re: Skull Girls
« Reply #181 on: May 23, 2012, 05:34:04 PM »
 :w00t: i hope they keep her that way its fair. H hornet bomber was the only thing i thought was kind of cheap. im glad they added more time to use peacock's level 3 its defiantly one of the things i mess up on the most in this game. i wish they would add a patch that lets us create bigger lobbies. this game is going to change alot with this new update mainly to combos being shortened but the mind games are going to get more serious with resets  @^@

Offline BigJ

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Re: Skull Girls
« Reply #182 on: May 25, 2012, 01:09:59 PM »
Double nerfs...

[Kenan]WHYYYYYYYYYY!![/Kenan]

 o.O#

Offline Swiziga

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Re: Skull Girls
« Reply #183 on: June 05, 2012, 03:27:58 PM »
Near Final Skullgirls Patch Change List

    First set of DLC colors is coming for free. Three new colors for everyone.
    A bug involving coming in the wrong way after death has been fixed.
    5 frame chain buffer has been applied to jump and double jump cancels too.
    Move Lists have been created.
    Sparring mode now loads the exact game state of when you turned it on when you turn it off.
    Input display has been entered, still buggy. It includes inputs on the bottom of the screen and a “custom assist” stick and button real time layout.
    PS3 Matchmaking has been adjusted.
    Xbox 360 loading times have been addressed.
    IPS no longer carries over in one frame “uncombos.”
    The screen now flashes and a sound plays when you find a match online.
    Gamertags worked on being included in online mode.
    Difficulty levels have been adjusted and tweaked.
    Ranked will now be blind pick.
    Unranked will let you see your opponent selecting your custom assist.
    New tutorials are being worked on… though they aren’t the tutorials we are expecting.

Peacock

    Peacock Milk Chan has no shading on it.
    You can no longer DHC out of Lenny before he comes out.
    Peacock’s hit invincible gun now is invincible through the active frames.
    Lenny now does about 1,500 more damage on hit and more chip on block.
    Peacock’s bottle item drop no longer knocks you the wrong way.

Parasoul

    No Chun-Li pallete Parasoul.
    Napalm Pillar lost three frames of invulnerability after the end of the hit.
    Parasoul’s Jumping HP has been extended back toward her to prevent whiffing at close range in a corner.
    Parasouls’ jumping MK starts floating faster. After stopping the float you are immediately able to act.
    Bike super’s hit-stop changed to help them combo better. Increased DHC window by eight frames.
    Parasoul’s tear explosions do three frames less block stun.

Filia

    Gregor Samson has +3 Frames of Recovery.
    Hairball now combos to Gregor Samson on all characters.
    Squiggly requires changes to the game system to work. Those changes will be implemented in this patch but no one will use them.
    You can now combo off of air hairballs.

Painwheel

    Buer Thresher (Air Super) has had its minimum damage increased.
    Buer Thresher leaves you in normal jump afterward, so you can fly or do specials afterward.
    Painwheel moves up slower when the screen scrolls upward, allowing characters to hit her out of flight with a super jump.
    Painwheel can no longer rev her pinion dash for extended time after a match.

Valentine

    Valentine’s green poison now reduces 2/3rds as fast while in hit-stun, up from 1/2.
    Savage Bypass now recovers faster. You can now hit the floor after an air Savage Bypass to do a ground EKG. You can also now combo off the wallbounce in a corner without using your OTG.

Double

    Double’s HK Hornet Bomber now has a gap between the last two hits so you can punish her in the middle of it on block.
    Double’s Jumping HP has been given five more frames of hit-stun, up from previous changed version of 27 frames to 32.
    Gradius head rings have been given reduced hit-stun. No longer combos from full screen when mashing.
    Gradius head invincibility wears off as soon as you press a button.

Cerebella

    Cerebella was nerfed by 50-75 on every normal hit (not command normals, specials, and supers). This translates to a loss of 700-1400 on combos.
    Cerebella’s DP throw option select has been removed.
    Ceretemkin color palate will be paid DLC.

Ms. Fortune

    Ms. Fortune’s overhead rekka is slightly faster.
    Using head recall now forces you to go through 9 frames of animation, making head recall cancels less useful.

http://shoryuken.com/2012/06/04/near-final-skullgirls-patch-change-list-from-mike-z-at-the-mix-up/

Offline BigJ

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Re: Skull Girls
« Reply #184 on: June 08, 2012, 03:38:51 PM »

    Cerebella was nerfed by 50-75 on every normal hit (not command normals, specials, and supers). This translates to a loss of 700-1400 on combos.
    Cerebella’s DP throw option select has been removed.



Offline Uche_of_IMT

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Re: Skull Girls
« Reply #185 on: June 08, 2012, 03:42:42 PM »
Nothing is finalized yet. There is no need to rage out, BigJ.
92% of people have moved onto rap. If your part of the 8% who still listen to REAL music, post this in your signature.

Offline Space (DCL)

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Re: Skull Girls
« Reply #186 on: June 12, 2012, 11:38:14 PM »
Now i know why Swiziga uses Double...
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zzz...I'm top tier...screw you Doom and Wesker...zzz

Offline Swiziga

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Re: Skull Girls
« Reply #187 on: June 13, 2012, 12:42:47 AM »
lmao  :DxDie only time i use that move is when ppl jump in its actually a great anti air and keeps painwheel from using flight. its very annoying as an assist especially if peacock is on point

Offline Swiziga

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Re: Skull Girls
« Reply #188 on: July 10, 2012, 12:42:28 AM »
Skullgirls: Slightly Different Edition Patch Notes

Non-gameplay changes:
    - Unlock colors 11-13 for all characters. Enjoy your freebies!
    - Improvements to online play:

        GGPO now rolls back properly instead of slowing down at moderate or high pings, increases playable ping range by quite a bit.
        Reduce the number of tiers for PS3 matchmaking from 9 to 3, and lower the ‘acceptable match’ threshold so more matches will be found for a given number of players online.
        Ranked matches online are now blind-pick, meaning you cannot see your opponent’s character choice until after choosing a stage.
        Add screen flash and notification sound when you find a match.
        Display opponent’s gamertag during a match.
        Display opponent’s chosen assist types on character select.
        Addressed the sound issues. Not all problems are fixed but overall should be much better, especially on item drops.

    - Improve loading times on 360. Reorganized the entire filesystem. Hopefully it’s enough!
    - Add In-Game Move Lists, now you can ignore them instead of just wishing they were there to be ignored.
    - Rebalanced AI Difficulty.
    - Added Tournament Mode:

        Disables granting of in-match Achievements/Trophies to prevent gameplay hiccups.
        Forces menu flow of controller select -> button config -> choose characters -> play.
        Uses default rounds and time settings regardless of current choices in the options menu.
        Disables Sparring Mode toggle.
        Allows all non-DLC colors to be used regardless of in-game unlock status.
        Returns to the controller select screen if 1p or 2p controller is unplugged at the post-match menu. (Does not do this if a controller is unplugged mid-match.)
        Forces button config whenever both players choose to return to character select.
        Is part of this complete breakfast.

    - Added more Training Mode options:

        The Select/Back button can be set to either save/load state, record/playback dummy actions, or do both at once. Easily test any setup with precise positioning every time, at the touch of a button! (Hold the button down to clear the saved state or actions.)
        The dummy recording can be set to play back as a reversal. This has endless uses...figure out what is safe against Showstopper, learn to deal with reversal Napalm Pillars or opponents mashing LP or throw, etc.
        Input Display (List / Realtime Stick / Both)
        Dummy Action (Manual / Crouch / Jump)
        Blocking (Never / After First Hit / Always / First Hit Only / Random)
        Block Type (High / Low / All)
        Pushblock (Never / After Anywhere From 1 to 10 Blocked Hits)
        Throw Tech (Never / Always / After First Hit / Random)
        Ground Tech (Never / Forward / Backward / Random)
        Escape Infinite Combos (Never / After Anywhere From 1 to 10 Burstable Hits)
        Dummy Playback (Once / Repeat / As Reversal)
        Dummy Playback Side Correction: Choose whether the dummy recording is treated as relative directions (D,DB,B) or absolute directions (Down,Down-Left,Left) when the dummy changes sides. Useful for testing tech punishes or how to deal with crossups.

    - Added Character Tutorials: Each character now has simple tutorials in place to teach the beginning players how to perform all of their Special and Blockbuster attacks, with some helpful tips on their use. (Note: Completing these tutorials is now a requirement for the “Sküllgirls” trophy/achievement.)
    - Hitboxes displaying when switching characters is replaced by temporarily displaying 8-bit versions of the art, which is much less disruptive to gameplay.
    - PAL-50 support with correct frameskip on both consoles.
    - Logos at startup are now skippable on both consoles.
    - Sparring Mode now saves game state when turned on, and loads it when turned off. Stop the match to check something and resume exactly where you left off! If a new match is started with Sparring Mode already on, the behavior is the same as before.
    - Black-and-white super background now fades out in 8f instead of 15f, hopefully helps with determining when DHCs are allowed.
    - Only the player in charge of the menu can press the Cancel button to leave the Controller Select screen for Versus and Tournament mode.
    - Button config screen now counts mapping the same button or moving the cursor as an action that will keep a  player’s screen open when the other player dismisses their screen.
    - Button config no longer ignores button presses when another button is held. You can go as fast as you want!
    - Main Menu and Training Mode now have 2-player button config, rather than just first player.
    - Display chosen assist-type names on character select screen.
    - In the Tutorials, move inputs are now described with button icons instead of text.
   
Infinite Prevention System (IPS) changes:
- IPS now counts stand and crouch moves as the “same thing”.
- IPS now counts all strengths of a given special move as the “same thing”, meaning anything with the same motion but a different strength P or K. This was already true for most characters, so now it is true for everyone. Considering how rare un-chained special moves are, this should not affect very much except specific known instances.
- IPS burst-allowed hitsparks no longer show up on anything except the point character.
- Tag-in attacks are now covered by IPS.
- All tags and DHCs now start you at the correct IPS stage when comboed into.
- IPS correctly handles 1-frame links, for example in Parasoul’s {s.LK->s.HP xx LP Tear Shot, s.LK->s.HP, tear explosion, s.LK}, the last s.LK is now correctly flagged by IPS every time.
- IPS state no longer continues across zero-frame resets. Each new combo should be completely separate.
- Without a jump-in attack, your first ground combo no longer erroneously counts as your jump-in chain. Previously, at the start of a combo the exact same ground chain could be repeated three times, but only twice if preceded by a jump-in. Now, the same chain may only be repeated twice regardless of whether you started with a jump-in.

Gameplay changes:
- 3% game speed increase (frameskip interval changed). DOES NOT AFFECT FRAME DATA / RELATIVE MOVEMENT SPEEDS / ANYTHING ELSE RELATIVE TO OTHER CHARACTERS, only player-experienced game speed.
- Increase frames-per-timer-second to offset frameskip change, time-outs still take roughly the same amount of real time.
Command normals count as the same also, so s.F+HK = cr.HK = s.HK and j.B+LK = j.LK.
- Throw tech window increased from 6f -> 10f. Grab Bag tech window is still 4f.
- All assist knockdowns that would be red bounces are now green bounces: still completely vulnerable, techable 9f after hitting the floor, vulnerable as normal if not teched. Requires better timing to OTG off random assist hits now - see MvC2.
- Add LK+HP as an additional command for Assist 1. Should help pad players.
- Add right-stick assist calls: move the right-stick up for Assist 1, move down for Assist 2. More pad-player help. Can be disabled from Button Config screen.
- Specifically disallow same-frame throw plus assist-call inputs like LP+LK+MK or LP+LK+MK+HP to prevent 1-button throw+assist macro abuse.
- Assist calls are now valid for 5f after the input is entered, similar to MvC2.
- Assist character damage taken when hit changed from 6% extra -> 20% extra.
- Assist characters are now always shown behind point characters except when grabbing someone, meaning no more invisible mixups behind large assist moves.
- Changes to prevent dead body abuse: stop time when the point character is dead; attacker gains zero meter from the act of hitting a dead point character, but dead character still gains meter by being hit; dead point characters become invincible as soon as IPS triggers on them.
- 5f input leniency added to chained normals, as well as normals and airdashes from jump/superjump/doublejump startup. You can now hit the next button 5f before your attack connects and it will come out, and you can now press buttons or input an airdash during jump startup and they will come out as if they were input on the first frame of the jump. Does not apply to throws!
- Fix assist call priority to prevent lots of weird cases of getting the wrong assist. Simultaneous inputs always win, so HK ~ LK+MP will be A1 and LK ~ HK+MP will be A2. For kara’d inputs, the input performed later will always win if they completed on the same frame, so HK~LK~MP is A1 but LK~HK~MP is A2. And lastly, calls for both are resolved for A2 (LK+MP+HK and LK+HK ~ MP) because they used to be random...but don’t do those. :^P
- Correct neutral-to-blocking transitions: changing block directions on the frame you are touched should no longer result in blocking a low attack with stand stance / blocking a high attack with crouch stance.
- All characters except Double can now cancel forward dash directly into backdash and backdash directly into forward dash. (Valentine will still get an airdash out of her ground backdash.)
- Allow PP backdashing from preblock animation. Previously when the opponent was attacking at close range B,B would backdash but B+PP would result in a normal attack. Now both will correctly backdash.
- Bug-to-feature conversion: Bursts now scale damage to 50%, plus count as one hit. ...why might this be necessary? (^.^)


theres more but this list is really long you can see the rest with the link
http://shoryuken.com/forum/index.php?threads%2Fsg-slightly-different-edition-patch-notes.163719%2F






Offline Sabaki

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Re: Skull Girls
« Reply #189 on: July 11, 2012, 04:24:03 PM »
Updates for Skullgirls keeps looking better & better! I've already adjusted to the new IPS restrictions for combos :)

Offline Acey

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Re: Skull Girls
« Reply #190 on: July 13, 2012, 04:45:18 PM »
I will be downloading SG in August after I finish some other stuff. I'm very excited! Skull Girls has been treating the community very well.

Offline Uche_of_IMT

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Re: Skull Girls
« Reply #191 on: November 06, 2012, 05:20:22 PM »
I hearby bump this topic with news concerning the game: Skullgirls patch clears S.C.E.A. testing, Mike Z explains netcode change
92% of people have moved onto rap. If your part of the 8% who still listen to REAL music, post this in your signature.

Offline Swiziga

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Re: Skull Girls
« Reply #192 on: November 06, 2012, 07:02:52 PM »
finally, i actually tried playing this game today but stopped after i couldn't find any matches. online is dead for it now. a few months ago i could get matches even though it was about the same 3-4 people but today i got nothing at all.

Offline C.R.O.M. - Shadaloo Lives!

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Re: Skull Girls
« Reply #193 on: November 06, 2012, 09:07:16 PM »
I never was able to play online, so I gave up. lol

Offline Swiziga

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Re: Skull Girls
« Reply #194 on: November 16, 2012, 07:32:29 PM »
Quote
We're happy to (finally) announce that the Skullgirls patch will go live on the PlayStation 3 version on November 20th!

That patch has over 300 improvements, fixes and tweaks! We'll be posting the full patch notes once it's up!

When we know more about the Xbox 360 patch release, we'll let you know!
Also, full patch notes will be posted on Skullgirls.com when the patch is live!

posted from their facebook page

Offline Swiziga

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Re: Skull Girls
« Reply #195 on: February 03, 2013, 11:44:56 PM »


squigly reveal, more news will be released in a few weeks

Offline Sabaki

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Re: Skull Girls
« Reply #196 on: February 05, 2013, 01:45:13 PM »
Glad Lab Zero are making progress after getting laid off  :thumbsup:

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Re: Skull Girls
« Reply #197 on: February 05, 2013, 02:18:31 PM »
The game is going to be an official side tournament at EVO this year!

http://shoryuken.com/2013/02/04/skullgirls-gets-cash-exhibition-support-at-evo-2013/

Offline Shadow_p3

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Re: Skull Girls
« Reply #198 on: February 05, 2013, 04:17:18 PM »
Don't know what exactly I have seen ( I'm too lazy to press to page 1) but I loved it

Offline Swiziga

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Re: Skull Girls
« Reply #199 on: February 05, 2013, 11:38:40 PM »
they just announced on their facebook page that they are getting a japanese release for the game. looks like they are getting more and more support everyday and thats great. i hope that means dlc will be made faster since more ppl are buying the game. played it today and it seems online is more alive but i did horrible. the first person i played destroyed me with valentine on point while using filia and cerebella assist that kept getting me into crazy mixups/crossups ad forced resets  ~X( but he did set the lobby to expert lol but didnt think he was actually going to be that good
http://www.siliconera.com/2013/02/05/skullgirls-is-coming-to-japan-thanks-to-japans-djmax-publisher/
« Last Edit: February 05, 2013, 11:44:10 PM by Swiziga »

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