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IPS change

Pickles

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Pickles (/id/shamanlord)
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Filia Double Painwheel
not really sure where to post this but

So as everyone knows skullgirls was recently patched to fix "the mcpeanuts bug" and I remember somewhere mike saying for people to let him know if anyone noticed changes and I noticed a change. The example is with filia but I assume it's not a filia specific bug. So with filia pre-patch if you did airthrow into h airball, dash cancel into ground chain then launcher into air button, the air button would trigger IPS since throws start at stage 2, the airball would be one chain and then the ground chain would be your 2nd free chain (stage 3) and then the air chain is stage 5. Well I tried that burst bait at max undizzy (the air button after launcher being j.hk into air backdash) last night in Skullbats vs Caio (if you want video cause I can't record atm) and it didn't work, so today I tested it and the airball after throw is now still stage 1, the ground chain is stage 2, and I get stages 3 and 4 as my air chains before IPS will pop. Not sure if it's intentional or not but it is different so I figured I'd post about it
 
Wow now that you mentioned it, fortune's airthrow adc j.hp conversion also stays at level 1, you can do the regular full bnb after it.

@Mike_Z

edit: also fortune's airthrow goes to stage 2 if you do it immediately from fiber (???)
 
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This is why Mike wanted everyone to test their shit in the beta.
 
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when the changes were on beta i only tested my combos and they all worked so i figured it was fine, what a fool I was

So this goes a little further than what I originally expected, here are the compilations of my findings (as far as I can tell this is all only affecting airthrow combos)

squigly: airthrow starts her at IPS stage 1 or stage 2 depending on the amount of time between the reset (for example, setting the dummy to jump and then airthrowing starts you at stage 1, but if you launch then jump and airthrow if the reset is tight enough you start at stage 2).

big band: airthrow always starts at stage 2.

eliza: seems to start at stage 2

fortune: airthrow starts her at IPS stage 1 or stage 2 depending on the amount of time between the reset (for example, setting the dummy to jump and then airthrowing starts you at stage 1, but if you launch then jump and airthrow if the reset is tight enough you start at stage 2).

peacock: starts at stage 2

painwheel: starts at stage 2

filia: starts at stage 1 but can be stage 2 on a tight reset

bella: seems to always start at stage 1 but i have a suspicion that it's just due to my lack of bella execution and i can't get the airthrow tight enough because she is an exception to this rule

val: starts at stage 1 but can be stage 2 on a tight reset. Worth noting maybe because I asked val players and they said they thought they got a ground chain before, on this patch if you do a tight reset and your airthrow is stage 2, then scalpels into airdash j.mp is your stage 3 and you don't get a ground chain. I didn't think supers advanced IPS before did they? or maybe its the airdash IDK someone who plays val help jk cloud and duck both said that even pre-patch you didn't get an groundchain after scalpels airdash j.mp at max undizzy so nvm

para: seems to start at stage 2

double: seems to start at stage 2

beo: starts at stage 1 but can be stage 2 on a tight reset (but beo grab is weird, even when it "starts" at stage 1 you might be forced to go to stage 2 anyway because you land? idk)

robo: seems to always start at stage 1 but i have a suspicion that it's just due to my lack of robo execution and i can't get the airthrow tight enough


addendum: for the chars where i say "seems to start at stage 2" i.e. eliza/double/para, what that means is that to the best of my knowledge you have to land before starting a combo off the airthrow, so you are forced to go to stage 2 regardless. A handful of chars such as BB the listed IPS stage in advanced attack data goes from stage 1 to 2 during the duration of the throw, so with eliza/double/para its hard to tell if the advancement to stage 2 is during the throw recovery or is just due to landing before starting a combo
 
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does it affect both player 1 and player 2 side?
 
does it affect both player 1 and player 2 side?

yes, doesn't seem to be any difference between p1 and p2 side for this
 
Eliza seems to have the same behavior as Filia/Beowulf/Fortune where you can see the throw go into Stage 2 if from a tight enough reset that you can observe if you convert with air buttons + air dash in the corner.

Also works with parasoul where you can see it enter Stage 2 instead of stage 1 on a tight enough reset, just not super effective since AFAIK I've only been able to do tear toss jMP on the descent after the air throw, and even with that it probably wouldn't affect anything severely IPS wise. That's probably the general behavior but it affects some characters more than others.

Works for both P1 and P2 yeah.

You can easily see the difference if you pay attention to the IPS stage during the air throw since it'll just say stage 1 or 2 depending on your timing.
 
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OK. There should no longer be any P1/P2 differences, but I'm SO GLAD PEOPLE TESTED THINGS. I wonder why I even bother having the Beta. :^S

I'll look at this tonight.

We love you Mike.
 
Hey, I tested!

I just forgot to test throw resets
 
Man, that's not fair. I can't say that back without it being a legitimate insult.
 
Didn't have anything to do with resets or not, except for 0-frame resets.
Bug was, throws set your combo stage to 2 before they actually added a hit to the combo counter, which was fine BEFORE but since mcpeanuts' fix is now not fine.

A BETA BUILD IS BEING MADE that has this fix. When there are patch notes for it PLEASE TEST THE DAMN THING. :^)
If it's all good then I'll put it into the real game tomorrow evening.
 
I just checked too, didn't notice anything funky, but I suck.
 
everything seems to be working fine for me too