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Relambrien posted:Having an input buffer should be able to remove one-frame links though, shouldn't it? For example, if you input a command during the last five frames of recovery, have it come out on the first frame afterward. That turns a one-frame link into a five-frame link. Yes an input buffer would make one-frame links easier. However there would be no point, since links (besides stuff like post-launcher and post-dash cancel juggles) are basically irrelevant in games with a magic series combo system. So anyway, 1-frame links technically will exist but there's no point in using them since you can combo so easily with chains and all links will really do is make you trigger IPS faster. Brother Entropy posted:Any word on how double snapbacks will work? With all the inspiration from MvC2 should we be expecting launcher infinites? Double snaps snap out both characters. If you kill a character while still comboing an assist, you can infinitely combo the assist however they'll drop out if you trigger IPS.
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# ? Jan 10, 2012 22:36 |
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# ? Apr 28, 2024 01:15 |
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Jmcrofts posted:all links will really do is make you trigger IPS faster. How so?
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# ? Jan 10, 2012 22:47 |
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While watching the GT videos I suddenly realized Ms. Fortune's sword is actually her (detachable) tail. The details in this game are awesome, you can pause at pretty much any time and have something worthy of a screenshot.
Renoistic fucked around with this message at 23:15 on Jan 10, 2012 |
# ? Jan 10, 2012 23:09 |
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PalmTreeFun posted:How so? Because IPS triggers at the start of combo sections. If you do a link, you are ending one section and starting another so you're basically having to use up more of your normals so you can't do your combo as long.
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# ? Jan 10, 2012 23:50 |
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Relambrien posted:Having an input buffer should be able to remove one-frame links though, shouldn't it? It actually doesn't anyway, because inputting something TOO fast can be wrong as well! It does largely eliminate them though, because most hard links do require you to hit the button as soon as it is possible to do so.
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# ? Jan 11, 2012 00:50 |
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Gwyrgyn Blood posted:It actually doesn't anyway, because inputting something TOO fast can be wrong as well! It does largely eliminate them though, because most hard links do require you to hit the button as soon as it is possible to do so. Yeah I was considering mentioning that when you need to wait between hits to continue the combo later (I play Litchi in BB, so this is painfully familiar to me), an input buffer wouldn't do anything. I figure that's outside the realm of what links are usually considered though, particularly in games like SF4. But at that point it's really just semantics, so oh well. Thanks for the responses all.
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# ? Jan 11, 2012 00:56 |
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I really hope IPS gets toned down a bit because seeing it triggered at 1:53 of this video: http://www.gametrailers.com/video/socal-regionals-skullgirls/725576 seems way, way too early.
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# ? Jan 11, 2012 01:12 |
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Shadow Ninja 64 posted:You're asking the wrong question here. As long as fighting games rely on the dual conventions of startup/active/recovery frames and hitstun/blockstun (bundled together into the overarching concept of frame advantage), links will exist, including and especially one frame links. What you should be asking is what kind of importance the game system puts on links versus chains or other cancels. Fair enough, I guess what I was really fishing for is will this game play more like SF4 or Marvel with its combo system. When I think of SF4, and the glass ceiling that I hit it was due to one frame links. It seems with what the others have answered though, that this will play more like Marvel which was what I was hoping for.
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# ? Jan 11, 2012 01:15 |
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CubsWoo posted:I really hope IPS gets toned down a bit because seeing it triggered at 1:53 of this video: http://www.gametrailers.com/video/socal-regionals-skullgirls/725576 seems way, way too early. IPS isn't based on length of a combo, as Jmcrofts explained earlier its based on what attacks you use to 'start' a new combo section. If you've already used the move before, the IPS will kick in to prevent a loop. Its more complicated than that but the key point there is its based on what moves you're using, not combo length.
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# ? Jan 11, 2012 01:24 |
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Van Ishikawa posted:IPS isn't based on length of a combo, as Jmcrofts explained earlier its based on what attacks you use to 'start' a new combo section. If you've already used the move before, the IPS will kick in to prevent a loop. Its more complicated than that but the key point there is its based on what moves you're using, not combo length. Well if that's the case then IPS seems like a really dumb crutch for the game engine, especially if it's kicking in on the first instance of move repetition.
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# ? Jan 11, 2012 01:36 |
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I thought it was keeping track of series of moves, e.g. if you link lk into mk you can't do it again or it'll trigger IPS. Although come to think of it that's at least 36 permutations anyway so you'd still eventually get kill combos or something. PalmTreeFun fucked around with this message at 01:43 on Jan 11, 2012 |
# ? Jan 11, 2012 01:40 |
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PalmTreeFun posted:I thought it was keeping track of series of moves, e.g. if you link lk into mk you can't do it again or it'll trigger IPS. That would end a whole lot more quickly and be a massive pain in the rear end that would probably force you to learn really unnatural and unintuitive ways of extending combos. Not to mention how weird it would be to have that and magic series in the same game. EDIT: I'm bad at reading, link != cancel. Tuxedo Catfish fucked around with this message at 02:19 on Jan 11, 2012 |
# ? Jan 11, 2012 01:43 |
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CubsWoo posted:Well if that's the case then IPS seems like a really dumb crutch for the game engine, especially if it's kicking in on the first instance of move repetition. There are "free" sections to the IPS. Your first jump-in is free (the game records no moves and never triggers IPS), your first ground combo is free, and your first post-launch air combo is discounted (the game records inputs but never triggers IPS). Every time you link, you start a new section. So the combo he did was (I missed a hit just before the launcher on further watching) He could have avoided triggering IPS by simply starting that last chain with LP or LK. Ironically, it would also have made for a longer combo. If anything, it highlights the discussion earlier of "links are possible ingame but would brutalize your combos within the confines of IPS." edit: Watch the combo done by him just previous. It's similar, but instead of starting the second air chain with MP it's started with LP that chains into MP. Thus, it doesn't trigger burst. edit 2: okay wait wait there's something that went wrong there, this is weird Broken Loose fucked around with this message at 02:06 on Jan 11, 2012 |
# ? Jan 11, 2012 01:57 |
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The ambiguity of the system (as you said, 'this is weird', those two combos both looked the same in terms of IPS but one triggered it and one didn't) is really concerning, because IPS triggering is a pretty big punish on the attacking character (combo break, full screen knockback, complete elimination of aggressive pressure) and if it's triggering improperly it needs to be top on the priority list for fixes or it needs to be an optional feature. Does the tutorial have a big section on IPS?
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# ? Jan 11, 2012 02:18 |
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Archenteron posted:I believe there's an Anti-Skullgirl force in the game who are trying to both stop the current Skullgirl and any future ones, which likely involves beating up everyone who want the Skull Heart, beating up the Skullgirl herself, and then locking the Skull Heart in a box somewhere. The guys probably either work for that group, for Parasoul's family, or some other random group/woman/ What if some buff dude wanted to live forever and figured if he could beat everyone for the skullheart, he'd just need to get a nice female friend to wish it for him? That'd be a viable story in the game right? Or a daughter or something - "Honey hold this and state how much you want Daddy to live forever." Unless that is already the origin story of one of the characters. I for one am amazed at how amazing the visuals look in this game. I mean I know this is a gameplay thread - I am rubbish at fighting games short of Mortal Kombat - but the character animations are brilliant. Seen a couple of 2D fighting games come out in the last year or two that boasted 'amazing 2d visuals' but this is the first one I have seen really deliver. I might end up buying it in an effort to get better at fighting games.
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# ? Jan 11, 2012 02:21 |
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CubsWoo posted:The ambiguity of the system (as you said, 'this is weird', those two combos both looked the same in terms of IPS but one triggered it and one didn't) is really concerning, because IPS triggering is a pretty big punish on the attacking character (combo break, full screen knockback, complete elimination of aggressive pressure) and if it's triggering improperly it needs to be top on the priority list for fixes or it needs to be an optional feature. The system is not ambiguous at all; in fact, that was one of the stated goals of the Skullgirls combo system and IPS in general. I'm talking with Mike right now, and it apparently looks like Cerecopter lifted the opponent and counted as a miniature air combo section. It's not fixable, but it's definitely preventable and predictable by the players. I'll have a more definite explanation for you in a bit. edit: Mike Z posted:hahah, that might be one of those situations I won't be able to fix - the first aircombo your airdash is free, which is why the first one works. The second time, Cerecopter puts her in the air before Filia hits with the launch, so it looks like that counts as the "air combo" and the launch followup is the 2nd one Broken Loose fucked around with this message at 03:08 on Jan 11, 2012 |
# ? Jan 11, 2012 02:32 |
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animaCartographer posted:Mine has to be Parasoul (though Im terrible at charge characters like chun li and Guile, I will try to use her.) Wait parasoul is charge? This game is now through the roof for me, all about them charge characters.
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# ? Jan 11, 2012 02:36 |
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The Sheriff Jake posted:Wait parasoul is charge? This game is now through the roof for me, all about them charge characters. http://wiki.shoryuken.com/Skullgirls for the main page of the SRK Skullgirls wiki which has a ton of info already because it's being filled out by someone working on the game (I think, someone correct me if wrong!)
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# ? Jan 11, 2012 03:35 |
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I think the guy updating it is working in some way on the game because he's already got all the data for Valentine ready to go. Plus how else did he get the exact damage numbers for the game already?
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# ? Jan 11, 2012 04:23 |
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Liar Lyre posted:I think the guy updating it is working in some way on the game because he's already got all the data for Valentine ready to go. Plus how else did he get the exact damage numbers for the game already? The stuff for Valentine is just placeholders, though. There's no way all of her attacks are going to deal 100 damage each.
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# ? Jan 11, 2012 04:39 |
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Where does SG fall on the execution scale; MvC3 being 1 and KoF13 being 10?
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# ? Jan 11, 2012 05:23 |
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Zaa Boogie posted:The stuff for Valentine is just placeholders, though. There's no way all of her attacks are going to deal 100 damage each.
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# ? Jan 11, 2012 05:41 |
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scuz posted:Where does SG fall on the execution scale; MvC3 being 1 and KoF13 being 10? From what I've seen and read on the Wiki, my best guess is somewhere between SF4 and MvC3, leaning pretty closely to MvC3. The game has its own magic series combo and most special moves and super combos are very simple to execute; most are QCF or QCB moves with a few Shoryukens, charge moves and only one 360 - currently, there's not a single character with a half-circle move. However, the game does have a full 6-button layout like SF4, so that makes things slightly more complicated. Not by much, though.
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# ? Jan 11, 2012 06:39 |
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Jetpack Postman posted:
Right, but the training stage in this game is an eyesore, just like the training stage in every other fighter. It also makes me think of the final boss stage in KOF XIII, which I'm pretty sure has already been banned in tournament play. You literally can't see certain projectiles when playing in that stage, much like the night Helicarrier stage in Marvel 3. Just saying, I'm sure everyone would appreciate that as a feature. [/getting mad about stage select]
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# ? Jan 11, 2012 06:44 |
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Hey, gently caress you, the training stage in BBCS is nice. Also, is it possible to turn off the "if both players pick one solo character, the game turns into best 2 out of 3" feature?
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# ? Jan 11, 2012 06:45 |
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Bovineicide posted:Right, but the training stage in this game is an eyesore, just like the training stage in every other fighter. It also makes me think of the final boss stage in KOF XIII, which I'm pretty sure has already been banned in tournament play. You literally can't see certain projectiles when playing in that stage, much like the night Helicarrier stage in Marvel 3. Just saying, I'm sure everyone would appreciate that as a feature. The pure-white stage in KOF13 is tournament banned? Not that I dont think it deserves it or anything, but does this mean you cant use random stage select?
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# ? Jan 11, 2012 06:49 |
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Gutcruncher posted:The pure-white stage in KOF13 is tournament banned? Not that I dont think it deserves it or anything, but does this mean you cant use random stage select? I think if it comes up on random select, you pause and choose restart. First talk I heard about it was on the NEC stream, for what it's worth. Why the hell they made that even selectable, I don't know.
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# ? Jan 11, 2012 06:54 |
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Bovineicide posted:I think if it comes up on random select, you pause and choose restart. First talk I heard about it was on the NEC stream, for what it's worth. Why the hell they made that even selectable, I don't know. IIRC Guilty Gear XXs final boss stage was some ridiculous motion sickness creating confusing to look at floorless piece of poo poo, but they had the sense to make it not come up in random select. Would that have been so hard, SNK?!
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# ? Jan 11, 2012 06:56 |
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My favorite Skullgirl is overly sexualized and drawn in a unique pseudo-anime style all its own (USER WAS PUT ON PROBATION FOR THIS POST)
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# ? Jan 11, 2012 06:59 |
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Gutcruncher posted:IIRC Guilty Gear XXs final boss stage was some ridiculous motion sickness creating confusing to look at floorless piece of poo poo, but they had the sense to make it not come up in random select. Would that have been so hard, SNK?! The reason it's banned is because of colorblind people and not being able to judge corners easily. The final boss stage in GG is terrible if you're the least bit colorblind haha. There's more to it than being ugly and floorless.
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# ? Jan 11, 2012 07:30 |
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The backgrounds in Skullgirls are all sketchy and painterly at this point in the development, and I kind of almost hope they keep it that way. Some fighting games just have really friggin' visually noisy backgrounds and it gets hard to follow the action.
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# ? Jan 11, 2012 08:35 |
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I'm pretty sure they look that way by design, not because they're a work in progress. At least I'm hoping that's the case, because they do look nice but not too obtrusive.
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# ? Jan 11, 2012 08:53 |
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Endorph posted:Hey, gently caress you, the training stage in BBCS is nice. This is actually a pretty terrible example since you can't tell where the walls are until the screen stops scrolling, which makes it pretty awful to play on.
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# ? Jan 11, 2012 10:29 |
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LordVonEarlDuke posted:The backgrounds in Skullgirls are all sketchy and painterly at this point in the development, and I kind of almost hope they keep it that way. Some fighting games just have really friggin' visually noisy backgrounds and it gets hard to follow the action. I've heard (don't quote me on this) they got Tyson Hesse to work on the backgrounds, if it's true I'm not worried at all because he does a drat good job on his backgrounds.
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# ? Jan 11, 2012 15:04 |
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My question is this: Is this game going to have a semi-decent training mode where it explains all the basics of 2D fighters and mechanics used and let you do some challenging combos later on? I loving hate training modes in Fighting games with the sole exception of Virtua Fighter 4: Evo. I come from a 3D background so I don't know poo poo about 2D except basic stuff like Footsies and other bunch of random terms people throw around in commentaries.
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# ? Jan 11, 2012 15:59 |
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uncleKitchener posted:My question is this: Is this game going to have a semi-decent training mode where it explains all the basics of 2D fighters and mechanics used and let you do some challenging combos later on? I loving hate training modes in Fighting games with the sole exception of Virtua Fighter 4: Evo.
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# ? Jan 11, 2012 16:06 |
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uncleKitchener posted:My question is this: Is this game going to have a semi-decent training mode where it explains all the basics of 2D fighters and mechanics used and let you do some challenging combos later on? I loving hate training modes in Fighting games with the sole exception of Virtua Fighter 4: Evo. Might I refer you to this post on the first page. quote:It will teach you how to play.
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# ? Jan 11, 2012 16:12 |
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Waterbed posted:The reason it's banned is because of colorblind people and not being able to judge corners easily. The final boss stage in GG is terrible if you're the least bit colorblind haha. There's more to it than being ugly and floorless. It does give you motion sickness on top of it too if you are sensitive to that kind of thing. I'm also colorblind so if that wasn't bad enough now I've got this stage that makes me dizzy. I remember playing Zeipher in #r and he picked it and I freaked out because like 30 seconds into the first round I just couldn't play anymore.
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# ? Jan 11, 2012 16:13 |
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Jetpack Postman posted:From what I've seen and read on the Wiki, my best guess is somewhere between SF4 and MvC3, leaning pretty closely to MvC3. The game has its own magic series combo and most special moves and super combos are very simple to execute; most are QCF or QCB moves with a few Shoryukens, charge moves and only one 360 - currently, there's not a single character with a half-circle move. However, the game does have a full 6-button layout like SF4, so that makes things slightly more complicated. Not by much, though.
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# ? Jan 11, 2012 16:21 |
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# ? Apr 28, 2024 01:15 |
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I was under the impression that this game was gonna be closer executionally to MvC2 than anything else, what with the tighter chains and whatnot.
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# ? Jan 11, 2012 16:34 |