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Report Salty Updates 4 July 2014

Some Person

Pretty Pony Princess
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xervort13
Valentine Double Cerebella
First off, a happy Fourth of July to those who celebrate the day! For those who don't, hopefully it was still a good day anyways.

Evo is right around the corner. Hopefully you've pre-registered by now! The prize pot is looking to be nice this year, so why not try your luck? More information on Evo can be found here.

And now, onto updates for this week:

[prbreak]Read more...[/prbreak]
  • General Changes
    • Menus have been cached, resulting in quicker menu times.
    • Marvelous was given a new title update for 360 build.
    • For any time the background isn't displayed, levels now render properly.
  • Parasoul
    • j.lk and backwards j.lk have been fixed to count as the same in IPS.
  • Painwheel
    • c.lk now has an extended hitbox to actually work as an otg.
    • Level 3 is now modified to pull the opponent in on hit, so as to prevent level 3 from not working otg.
  • Fukua
    • Fixed a bug where teching a grab would lead into an automatic divekick.
    • BFF has been patched:
      • Can DHC before the first hit connects.
      • Second hit of BFF can no longer be used as a reset tool.
    • Fukua's 'Sorry, Samson' line has been fixed.
  • Eliza
    • Osiris Spiral
      • Modified to hit further away opponents as an assist.
      • Hitbox has been increased.
    • c.hk is only armored against projectiles.
    • Now Parasoul's weight when comboing her, lighter when comboing as her.
    • Ground throw now has a small pause for better timed follow-ups.
    • c.lk no longer moves her point backwards.
    • Hitboxes on s.mp have been increased.
    • Her level 3's damage has been adjusted to not do so much damage.
    • Eliza now has an air super (Level 1)
      • Does 3k damage
      • Can combo off attacks
      • Can DHC from it.
      • Can never OTG, but it isn't techable.
      • Not invincible before startup. Is invincible until the first active frames.
    • Eliza now has a ground super (Level 1)
      • Leaves you as Sekhmet.
      • Can DHC out of/into it.
      • Can't DHC the last hit of it.
      • Will eventually be made to be be executable from Sekhmet.
      • Doesn't drain meter until the end of super.
  • Sekhmet
    • Anchor is temp colored differently, and Sekhmet has temp colors for different palette effects.
    • Axe does 100 more damage, and a bigger hitbox.
    • Attacks now do proper undizzy values.
    • Air axe is now -2 frames on startup.

And now, the accompanying video, thanks to Makross
 
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Her ground super is a level 1 not 2.
 
Whoa, I don't care if people get upset about the frame recycling, that ground super is awesome!
 
Whoa, I don't care if people get upset about the frame recycling, that ground super is awesome!
Just the last hit could use a change. The rest is pretty great.
 
The last hit for the super could be Sekhmet in the Burst Animation, I like how that looks. The enemy still colored black if DHC'd is fine long as it vanishes after a while if the combo is interrupted or something. Overall the super is fun looking X3

Maybe freeze the meter drain a bit during the super so Sekhmet isn't wasting it but soon as she's done attacking it drains as normal but have to see if that's a problem.
 
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  • Parasoul
    • j.lk and backwards j.lk have been fixed to count as the same in IPS.
And now, the accompanying video, thanks to Makross
Was there really no one there that could have told mike to do launch, lk mk hk to restand instead of lk mk hp to not waste the first 5 min of the vid?
Also, he could have done my launch, lk d.mk mk b.lk which flips sides but I guess that won't work anymore so that sucks. Was hoping this bug would have never been fixed. Boooo to the person that told him. I'm gonna blame Vulpes for now cause it was probably him
 
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Why do you care that this was taken out? It's not like you play the game.
 
Why do you care that this was taken out? It's not like you play the game.
Of course he plays the game; he's Top 300!
 
Of course he plays the game; he's Top 300!

I'm 108 right now and I don't play the game at all

I LIVE IT
 
    • Air axe is now -2 frames on startup.

confirmed Sehkmet has manual GGPO rollback move.
 
Was there really no one there that could have told mike to do launch, lk mk hk to restand instead of lk mk hp to not waste the first 5 min of the vid?
Also, he could have done my launch, lk d.mk mk b.lk which flips sides but I guess that won't work anymore so that sucks. Was hoping this bug would have never been fixed. Boooo to the person that told him. I'm gonna blame Vulpes for now cause it was probably him

Vulpes told him after I found it. cLK cMK cHP jMP LToss jLK jMP dash-jump jbLK did not trigger when [all that] dash-jump jLK did.
 
Every time i see the hit boxes of the new characters, i have to wonder if they will ever be redone to be like the hit/hurtboxes of the old characters that match their sprites so closely. Hell, fukua has a floating hurtbox in front of her arm?
 
That's done for gameplay purposes. Fukua has Filia's exact hurtboxes so any move that works on her works on Fukua, and vice versa. Make them match up with their sprites and you get weird stuff like Fortune s.MK whiffing a crouching Filia on a second hit.
 
That's done for gameplay purposes. Fukua has Filia's exact hurtboxes so any move that works on her works on Fukua, and vice versa. Make them match up with their sprites and you get weird stuff like Fortune s.MK whiffing a crouching Filia on a second hit.
I guess fukua is a bad example, especially considering she's a remix character that was made very quickly, and especially if she's intended to be hit the exact same way filia can be hit. This more applies to say, squigly or eliza's idles and walks compared to say, valentines walk, where her hitboxes fit nearly perfectly across her body despite such a dynamic walk, or peacock with her arms waving about.

I'm not really complaining, since the impact of the difference isn't very large, but I'm a little sad that the style wasn't carried over to the dlc characters.
 
So will Eliza still have the bleeding effect that was teased back when the kickstarter was going on? Was it scrapped?
 
i wouldnt want the htiboxes to be returned to how they were in vanillan skullgirls. that game had so much character specific stuff it was kinda ridiculous. parasoul and val used to drive me nuts.

i wonder if eliza would have won the character vote if she never had the blood mechanic?
 
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I mean mathematically speaking I'm sure their are a pretty good number of people who voted who didn't pay attention to the inspiration lists..or mike demoing stuff.

And I would further state that there is a definite theme of mike cutting things that deal with complicated health mechanics or anything remotely approaching a comeback mechanic. It was doomed.
 
I think Eliza having both blood mechanic and Sekhmet mechanic would have made her way too busy and overly complicated. I'm glad they got rid of one.

Also I believe it has been stated that they went way overboard with the boxes for some of the earlier characters. Even with the current boxes, they still follow the character outline pretty well compared to most 2D fighting games, with some exceptions for gameplay purposes, like Fukua or headless Fortune.