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Skullgirls PC Beta Updates Discussion

I was referring to the current topic of Icky not being able to land that specific combo with Big Band on Big Band in the beta :P

but yeah here's a clip of me doing it http://www.twitch.tv/remikz/c/5859785
 
i have not had this problem i did not notice the change so, yeah. don't know what to tell you Icky. it might be timing or something, idk i don't pay attention to what my hands are doing on the controller while i play.
 
I did some frame-by-frame comparison when this was brought up last time, and while there is certainly a difference between beta and the main game, it seems to be with big bands j.hk, and not with the launcher height or whatever
 
so, with fortune, this thing on lights in the corner:

L fiber, j.lp, j.hp, H axe kick

it works fine and consistently like L fiber, j.hp, H axekick but for some reason it only works on beta?
 
So I feel like I should post after having played a handful of games in beta with @Elda Taluda and @Daemyx .

The matches were pretty laggy, so it isn't necessarily the best indication, but I think the impressions are still relevant.

Solo heal buff: I used it a few times, and I definitely liked it. You get back a big chunk of life (potentially). My concern though is that it feels unnecessary when I'm ahead and hard to get when I'm losing. Basically, it seems useful inverse to when it needs to be useful. My gut feeling is it won't change much at all, but all solo players will get a handful of "snap won that game" stories too.

1200 health wasn't super noticeable though I imagine it had a silent effect on all of the games. I don't have super optimized ToD style combos either though which I think are probably hit the hardest.

Also, PW (solo) feels pretty great. A bunch of tiny things which are hardly noticeable in the moment really come together and make her feel quite amazing. She still has some of the same weaknesses as on live, but her strengths are more pronounced.
 
I was referring to the current topic of Icky not being able to land that specific combo with Big Band on Big Band in the beta :P

but yeah here's a clip of me doing it http://www.twitch.tv/remikz/c/5859785
Cool, what's your secret? Just tried it again for 15 minutes with all sorts of whacky ass timings and I still can't get it once, yet I can hop on retail and do it every time.
i have not had this problem i did not notice the change so, yeah. don't know what to tell you Icky. it might be timing or something, idk i don't pay attention to what my hands are doing on the controller while i play.
When I can do the same timing in retail and get it every fucking time, but I can't get it once in beta with that same timing or ANY timing I try, I don't think it's an issue with my timing.
 
Cool, what's your secret? Just tried it again for 15 minutes with all sorts of whacky ass timings and I still can't get it once, yet I can hop on retail and do it every time.

When I can do the same timing in retail and get it every fucking time, but I can't get it once in beta with that same timing or ANY timing I try, I don't think it's an issue with my timing.
I don't think I do anything particularly new. Before I would always try to hit the j.HK as low as possible and I do the same in Beta.
 
I don't think I do anything particularly new. Before I would always try to hit the j.HK as low as possible and I do the same in Beta.
I see. That's what I do on retail, and in beta that seems to be giving me even less time to do my otg than not delaying. Either way, still can't get it to work...

And yes, I have ground tech on in both retail and in beta. The entire reason why I went to try it in beta training mode was because I noticed that in a beta ft10 I was unable to get the cr.hk otg once.
 
It needs a VERY specific timing to get it on beta, I can't actually believe anyone can get it consistently enough to be any practical as it is now
 
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It needs a VERY specific timing to get it on beta, I can't actually believe anyone can get it consistently enough to be any practical as it is now
Fucking THANK you! I knew it wasn't just me
 
so, with fortune, this thing on lights in the corner:

L fiber, j.lp, j.hp, H axe kick

it works fine and consistently like L fiber, j.hp, H axekick but for some reason it only works on beta?


Might be because j.hp is different on beta.

I dunno though combos things aren't my things.
 
Odd, it doesn't feel any stricter to me than it is in retail *shrugs*
 
I see. That's what I do on retail, and in beta that seems to be giving me even less time to do my otg than not delaying. Either way, still can't get it to work...

And yes, I have ground tech on in both retail and in beta. The entire reason why I went to try it in beta training mode was because I noticed that in a beta ft10 I was unable to get the cr.hk otg once.
Just tested it myself and it is definitely different.

However you can still get it very consistently, you do immediate j.MP delay j.HP delay j.HK

Before I would just do immediate j.MP j.HP delay j.HK but BB seems to fall too far before j.HK to get a high bounce now, so delaying the j.HP is necessary/makes it MUCH easier.
 
Before I would just do immediate j.MP j.HP delay j.HK but BB seems to fall too far before j.HK to get a high bounce now, so delaying the j.HP is necessary/makes it MUCH easier.
That was one of things I was trying before, and I couldn't get j.hk to ever connect when I delayed j.hp. Either way it's kinda really annoying that on retail the same exact timing works for everyone.
 
That was one of things I was trying before, and I couldn't get j.hk to ever connect when I delayed j.hp. Either way it's kinda really annoying that on retail the same exact timing works for everyone.
This indicates to me that you are not getting the j.MP immediately after jumping, or you are delaying j.HP too much, but that is harder to do than actually landing it if you do the j.MP immediately.
 
Might be because j.hp is different on beta.

I dunno though combos things aren't my things.
Is it though? It's not listed in the notes here and I don't remember anyone saying anything about it...

Also L fiber, j.hp, H axekick, still works fine on both versions, if the problem was the j.hp I'd assume that would also stop working.
 
This indicates to me that you are not getting the j.MP immediately after jumping, or you are delaying j.HP too much, but that is harder to do than actually landing it if you do the j.MP immediately.
Hitting j.mp any earlier makes me not get j.mp at all.
 
Is it though? It's not listed in the notes here and I don't remember anyone saying anything about it...

Also L fiber, j.hp, H axekick, still works fine on both versions, if the problem was the j.hp I'd assume that would also stop working.

It was changed to have more hitstun so that you could use it to combo into head spike. The patch notes here don't actually have everything afaik.
 
Might be because j.hp is different on beta.

I dunno though combos things aren't my things.
This. @Mike_Z was Big Band's J.HP changed back after the super jump experiment?
 
It is considering every other invincible move is easy to convert off of.
You're right. That should be fixed.

Make all of them need meter! #yolo
 
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I'm getting the c.HK otg on Big Band very consistently by doing j.MP immediately after the launcher and slightly delaying the j.HP and j.HK.

If you aren't getting it at all I'm not sure what to tell you.

EDIT: Heck, I'm getting it fairly consistently without even doing the j.MP immediately.
 
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I wanna take a minute to praise mike for adding in more frame buffers to make link's easier, feels good.
 
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It was changed to have more hitstun so that you could use it to combo into head spike. The patch notes here don't actually have everything afaik.
I thought what changed was the head spike itself, since j.mk also combos into it. Are you sure of that? I don't know if I can check on mobile.
 
These Peacock changes are pretty great! My air throw combo from retail works again, it's a little tricky now but it all connects. The c.MK thing is great. Argus hitting on every frame is great, stuff like comboing into Argus after a Lenny explosion when you don't have your OTG is now a lot more consistent.

The teleport change is the only thing I'm not really sure about. Doesn't seem like you can cross people up with H Brass assist followed by H Teleport; by the time you can teleport the assist is hitting same side. You need an assist with so much delay before the active frames that I'm concerned teleport crossups are now possible only with Lock 'n Load (or really weird unconventional assists). So like.... was this change made just for TJ? lol
can we take off the marie stage and training stage too?
I like training stage. But I will +1 for removing Final Atrium from the rotation.
 
Edit: I still think maybe "holding the buttons for a stage during stage load" or something could prevent that stage from loading and still let people who like it get it randomly.
That would work.
 
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I thought what changed was the head spike itself, since j.mk also combos into it. Are you sure of that? I don't know if I can check on mobile.
j.hp got 1 more frame of hitstun and cat spike got 1 less frame of startup.

Also this exists https://docs.google.com/document/d/1wHJL0yIvVKcbzO5lEivR6sCdusB0tr8goDSuRO-4w7k
It's a GOOD log of beta changes.

and here's the thread where this exists
http://skullgirls.com/forums/index.php?threads/compiled-beta-changes-eliza-to-beowulf.6501/
 
...Doesn't seem like you can cross people up with H Brass assist followed by H Teleport; by the time you can teleport the assist is hitting same side...

I thought the whole point was to prevent Peacock from being able to cross-up with an assist call? The difference between this and the other teleport experiments being that it still allows you to actually call assist and teleport to the other side rather than locking you out of an assist call entirely or forcing different teleport properties based on circumstance.
 
That's how the experiment looks like, but yeah I'm 99% sure you can still tele crossup if the assist startup is sufficiently slow (most notably H.LnL)

Mike said this isn't the case when I asked him though?? Has anyone actually tested this by now..
 
I've tested it and teleassist crossup with H LnL is possible with the right timing, yeah.
 
I also tested it just a moment ago, and you can definitely crossup with H LnL teleports. You can't, however, crossup with H Brass.

I'm not sure I like the current change any better than the previous ones. It's nice that you can still call an assist and actually teleport to the other side, but changing the location of my tele based on whether or not my incoming assist is in the air or on the ground seems rather ambiguous even though it's something that can be learned and reliably executed. It just seems like H tele should always go to the other side, no matter what. Anytime it doesn't, it feels more like I hit the wrong button or the game didn't give me what I wanted. It also doesn't completely eliminate assist+tele crossups, so if it was intended to then...yeah...
 
I thought I heard Mike say that the H teleport change was put in so you could teleport behind some while they were caught by your assist. I used to do that all the time with Hornet Bomber for really easy side-switch combos.
 
That's how the experiment looks like, but yeah I'm 99% sure you can still tele crossup if the assist startup is sufficiently slow (most notably H.LnL)

Mike said this isn't the case when I asked him though?? Has anyone actually tested this by now..
It was the second thing I tested. I verified you really have to block the other way by having the dummy do the mixup then trying to block it.
 
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Guys if you can't block that mix up even when it takes peacock forever to set it up now then welp
 
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Guys if you can't block that mix up even when it takes peacock forever to set it up now then welp
Not sure I understand what you mean. As soon as Bella's feet touch the ground you're allowed to teleport. The only difference between beta and retail right now is you can't teleport way before the assist hits, which if anything would make it easier to block.
 
Not sure I understand what you mean. As soon as Bella's feet touch the ground you're allowed to teleport. The only difference between beta and retail right now is you can't teleport way before the assist hits, which if anything would make it easier to block.

yeah so what's the problem with being able to do the cross up mix up with lnl? Or is it that you guys really don't want peacock to have the option to teleport with an assist on screen because of 1 assist
 
yeah so what's the problem with being able to do the cross up mix up with lnl? Or is it that you guys really don't want peacock to have the option to teleport with an assist on screen because of 1 assist
I just don't like that it only works with that assist. I'd prefer it worked with everything that works in retail, or nothing.
 
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Is that cross up really so strong that the character has to actually get nerfed tho? It's been around for literally decades, and it's not even the best in the game