KhaosMuffins
Washed and Bougie
Time to migrate back over to general discussion. http://skullgirls.com/forums/index.php?threads/general-gameplay-discussion.117/
@Mike_Z You're seriously punishing the majority of your fanbase because someone said something stupid and then wouldn't listen to you?
You think I'm punishing the majority of the fanbase because I don't want to read some BS that isn't contributing anything?
Talk about balance all you want, but don't insist that X thing is broken or OP just because YOU can't fight it. (You didn't do that, but that is the major problem here.) Objective analysis is helpful, personal complaining is not.
I am ecstatic, but I absolutely do not need to have people keep requesting changes because they are playing badly, after I explain that there are not going to be changes because it is possible to play better.
QFT. That was my point, she can't avoid or counterhit a snapback punish, even if you are too far to throw.I think if Sek does a move that's -9 on block like s.H she can't possibly avoid a reversal snapback because she's too minus. Pressing buttons can't CH the snapback and even though she recovers in time to return to neutral.... she still can't block it even if it isn't technically a "punish", she can't move fast enough to get out of the way either.
If you want to counter her, there is an option which 100% works to do that. It's up to you to use it or not, along with other options like just running away. Don't be obtuse.
Cat Strike originally was completely invincible, which was the main problem.
Yeah, I explained a while ago. Since decap attack couldn't be interrupted it acted like it made contact with you and just put the head into regular falling anim, so it didn't incur any penalty.Also was there ever an answer as to how bursts would work interact with decap attack before the change that allowed the opponent to hit the head out of decap attack? I'm just really curious why the the head would still do something when the burst would hit decap attack but then go into cooldown mid attack before the change.
Wait, you can't? You should be able to...Hey it's not a big deal but I played some solo Beowulf tonight versus a friend, I beat him the first round with H chair toss as a reversal and I was then at somewhat of a disadvantage at the beginning of the next round because I couldn't pick up my chair before the next round started. Would it be possible to make it grabbable at all times during round transitions?
Nope.
Just tested on PC retail, and I can.
The same is the case for Fortune killing with something like Zoom-Nom, where the Head Cooldown still applies during the down and makes you unable to put it back on
General
- FINALLY fixed a longstanding bug that was giving the training dummy 1 extra vulnerable frame after a pushblock before they could take any action. This was ONLY true in training mode, and now it's fixed!
- Fixed a bug with low-velocity sliding knockdowns from assists. Thanks Zevak, you're great!
- Fixed a bug where dummy input playback would mess with reported framedata. OOPS. Thanks CaioLugon.
- Fix tutorial dummy being hit by mids and still making the !! sprite. Thanks Ryin!
- Fixed Ms. Fortune's tutorial, and made the dummy jump vs Painwheel's ground HK Buer in her tutorial. Also thanks Ryin!
- Art Gallery music no longer restarts each time you exit a picture. Thanks Eriiiic!
- Some fixes for NMO Arena effects.
- Fix some loudness issues in Under the Bridge's music.
- Talked to some characters about keeping dat PG-13 rating all up ons, naa mean?
Eliza
- Fix H UpperKhat -> frame-perfect cancel to tiger-knee'd H UpperKhat allowing a jump from the second UpperKhat before it connects, thanks Izzmo!
Filia
- Improved position of L Ringlet and Ringlet Fake assists (not like anyone uses them... :^) Thanks Israel!
Peacock
- Add unused whistle animation as winpose. Random 1/6th of the time, or hold HP to choose it. No sound yet. Thanks render!
RoboFortune
- ALL HER FRAMES ARE CLEAN, even moves she doesn't have yet! (O.o)
- Added the real music for her stage!
- Added some sounds! Yay!
- New colors!
- Her default assists are now s.HP and H Theonite Beam, which make more sense.
- First pass on AI!
- Airthrow properly puts her at Combo Stage 2, thanks Tomo009!
- Heads properly handle Robo going offscreen coming back onscreen, and dying.
- Headrone Impact (head control MK) startup for the head -5f; places itself 50px further forward; explosion now breaks armor.
- Added Headrone RAM (head control LK), a kamikaze attack.
- Added Headrone Salvo (head control HK), kitten missiles/hidden moussles/hidden fishles, take your pick. With 1 head, they come down where the enemy was when they were launched; with 2 heads, they come down where the enemy was when they leave the top of the stage; with 3 heads, they come down where the enemy was when they are about to re-enter the screen. tl;dr More heads = better tracking.
- Headrone commands, when used as an assist, will summon a head (and leave) if called without any heads. LK/MK summon one, and the HK version will summon until there are 3 heads, and will only launch with 3 heads.
- Magnetic Trap magnetism is now more like it should be; and Robo only tries to grab when the K button is released. The grab attempt lasts for 3f.
- Magnetic Trap min-scaled damage 1.5k -> 1.2k, proper damage for a Lv1 that can do what it can do.
If she didn't use it yes; if she killed with something like Zoom-Nom, the 2s cooldown is too long and she doesn't get to recall it during the Downs pause
Er well yeah, but you got to use the toss to kill 'em. So...not a bug, and not a thing that'll get fixed?
If Leilei kills the other person with a Tenrai-ha she is not able to open the next round with a Tenrai-ha because all the balls have not disappeared yet. Etc.
Nope, ain't got a clue what this means :P Were some character frames revealing a little too much than they should have?
Not what I was referring to, deciding to remove yourself from that conversation you don't want to see for the sake of your sanity is perfectly logical.
I like this tune very much. Very catchy.
Either are fine, the new one just leaves more to the imaginationSince some people wondered what the PG-13 thing meant: Apparently Pantyshots and the likes are toned down a bit?
This is the one case I could find, but I presume there are more (where it's unavoidable, such as Bella 360 or Para sHK, nothing changed):
Bella new Copter:
For comparison, Bella old Copter:
I don't think its a problem. I assume all the sprites will live on in the digital compendium too.
Wouldn't surprise me! Alex hates butts
I have complained continuously since the game came out and will continue to do so. This is a step in the right direction but give Bella shorts under her skirt like Karin from Alpha 3
You can ground throw him out of the hop dash itself, not the jumping normals he can do out of the hop dash.I don't know if Mike is even reading this thread anymore but I have a question about Beowulf's hop dashes. I recall him saying/typing that one of the changes from VSav's hop dashes is that they are not throw invincible. However if the Beowulf does dash lp/lk it will beat throw every time so I'm wondering what the significance of this change is?
This makes total sense. Thank you for the explanation.
Or possibly it's been on the list forever but we only had a chance to do it now precisely because it IS this late in the development cycle and everything else is done.
Well then, what were you referring to?