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Salty Updates 14 Mar 2014

Some Person

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Valentine Double Cerebella
Friendly reminder to everyone that next week there is no Salty, but instead we will be at Super Arcade for Rebel Up (more information on the event can be found here).

With that said; not many changes have been made, but we do have new stage looks! [prbreak]Read more...[/prbreak]

banner_zpsa9d50299.jpg
  • General Updates
    • If Big Band patch gets approved, Big Band will be available on April 1st.
    • Midscreen double snaps have been fixed.
    • Glass Canopy stage has been completed.
    • Grand Cathedral (empty) had been modified.
      • EC1_zps7e6e7931.jpg

        EC2_zps9eb63c94.jpg
  • New training option to set your desired amount of Drama.
  • Ms. Fortune
    • Headless fiber upper is no longer invincible (assist fiber upper is still invincible).
    • Sneeze is +4 active frames.
  • Double
    • New Palette (Skullheart)
      • DoubleSkullheart_zps00154cb0.jpg
 
I have a good feeling about Big Band being released on April 1st... 2016.

Also the images aren't showing. Might just be a problem on my end, though.
 
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New training option to set your desired amount of Drama.
The max amount option should be named "Tumblr".:PUN:


EDIT: images working for me now.
Double's new palette looks really good. Does it have a will 'o wisp lighting effect? Because that would totally make it her best palette ever.
 
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That new Fortune change is just wow. Like I see it makes head on more viable and headless less stupid. I don't like it but im ok with it staying.
 
Wait... if BigB will be lauched at 1 April, the Xbox patch are comming too?
 
Wait... if BigB will be lauched at 1 April, the Xbox patch are comming too?

If it's April 1st, they can say whatever the heck they want.
 
April 1st, huh? I'm just sad I didn't make the year joke first.

Thanks for the delays, Sony/Microsoft.
 
Will these new stages be on psn along with big band???
 
Wait... if BigB will be lauched at 1 April, the Xbox patch are comming too?
yah because apparently Autumn got their lawyers to write Konami a letter so they responded, we should see something hopefully soon, im waiting with you
 
That has to be the worst day possible to legitimately launch anything. Why would you do that.
 
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That has to be the worst day possible to legitimately launch anything. Why would you do that.

there was a worse day, someone basically tried releasing a game on 9/11 and i can't remember which game but that didn't go over too well lol
 
there was a worse day, someone basically tried releasing a game on 9/11 and i can't remember which game but that didn't go over too well lol
Huh? Only similar thing I can remember is the second PS1 Spider-Man game, which got delayed and modded because it included the Twin Towers as the final boss area.
 
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there was a worse day, someone basically tried releasing a game on 9/11 and i can't remember which game but that didn't go over too well lol

How about releasing a game on 9/11/2001? That would be epic.

So I guess that's it for Big Band coming out in march. :P Don't worry LZ, you were close. I bet you're gonna get it next time.
 
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The empty cathedral feels much better in being Double's stage. Great update.

On a side note: When I watch matches like these I can't help but thinking in nerfing both Peacock and assists (this one by expanding the time between each call).









It doesn't take much skill to spam but a lot to end it.
 
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Not to mention Parasoul vs Peacock w/assists is a terrible matchup to begin with.

It would be weird to specifically increase the cool-down period between assist calls just for Peacock. It would have to be for assist calls in general and I doubt that will fly anytime soon.

About this news...

-Glad Big Band is already started with the 'process' of getting accepted into consoles so PC main can have him already.

-Good to see Headless Fortune is a bit more risky now when throwing out DP in design despite the amount of positives present.

-The new Double color looks cool which I can't say for a bunch of its colors.

- New Cathedral (Empty) looking more sinister is fitting for the sub boss (Val/Double) fighting area.
 
We should continue on the topic on how combos and resets are good, but well planned zoning is cheap'n'easy.
LZtOWDD.gif
 
The empty cathedral feels much better in being Double's stage. Great update.

On a side note: When I watch matches like these I can't help but thinking in nerfing both Peacock and assists (this one by expanding the time between each call).









It doesn't take much skill to spam but a lot to end it.

They're nerfing argus agony so you can yolosniper to stop peacock and inch closer
 
so is there going to be a weekly update stream like there was at SCR? I don't think I can go a week without hearing Mike Z's voice
 
The empty cathedral feels much better in being Double's stage. Great update.

On a side note: When I watch matches like these I can't help but thinking in nerfing both Peacock and assists (this one by expanding the time between each call).









It doesn't take much skill to spam but a lot to end it.

big band's release is a nerf to that kind of thing
 
Well, I have to confess, my opinions are of a casual player.

Some features, of the game (as in almost all fighting games) are real double edges, they do bring division:

-Skill gate characters. At the most basic level of skill, Cerebela is the first one because of her high damage, output, then it is Peacock, I feel that it takes less skill to trash the screen than to overcome it, then it is fighting teams that have good assists (pillars and buts for example). Experienced players may enjoy beating them, new players will possibly not have the patience and rage quit after knowing the teams that they will match.

-Combos. The simple chains: weak, medium, strong, are easy to learn and very satisfying. Pulling off that Filia combo in the tutorial, is scary as hell, it is a HUGE jump of difficult from one lesson to another. Pulling off the shit that the computer throws at us sometimes, automatically, is not simple, and no dreaming about those insane pro combos.

Some people like huge MvC3 combos. People like me, who just get whacked mercilessy for long time to get up and having another don't. My favorite style of combos in gaming are the short ones. Like in Guilty Gear and Darkstalkers.

-The simple commands for all but some a rare few specials are apreciated. No pretzels.

Well, those are just my sentiments as a a filthy casual.
 
Plz don't shoot me or kick me out...but, so the xbl version is dropping Apr 1?...I kinda haven't been around lately, so I'm wayy out the loop on things SG, but I'm still super interested and can't wait to play...but at this point I'm almost tempted to just buy the pc version when I get my new rig in a few weeks...seems all the comp is there anyway..
 
Do it. Don't have to deal with xbl drama and you have access to beta. :)

I kicked xbox SG to the curb last year and have never looked back.

Well, I have to confess, my opinions are of a casual player.

Some features, of the game (as in almost all fighting games) are real double edges, they do bring division:

-Skill gate characters. At the most basic level of skill, Cerebela is the first one because of her high damage, output, then it is Peacock, I feel that it takes less skill to trash the screen than to overcome it, then it is fighting teams that have good assists (pillars and buts for example). Experienced players may enjoy beating them, new players will possibly not have the patience and rage quit after knowing the teams that they will match.

-Combos. The simple chains: weak, medium, strong, are easy to learn and very satisfying. Pulling off that Filia combo in the tutorial, is scary as hell, it is a HUGE jump of difficult from one lesson to another. Pulling off the shit that the computer throws at us sometimes, automatically, is not simple, and no dreaming about those insane pro combos.

Some people like huge MvC3 combos. People like me, who just get whacked mercilessy for long time to get up and having another don't. My favorite style of combos in gaming are the short ones. Like in Guilty Gear and Darkstalkers.

-The simple commands for all but some a rare few specials are apreciated. No pretzels.

Well, those are just my sentiments as a a filthy casual.

Some of those "short" GG combos take just as much life off of a character as an SG combo. I'm pretty sure players in general don't like losing half of their life in one combo.
 
]Do it. Don't have to deal with xbl drama and you have access to beta. :)

I kicked xbox SG to the curb last year and have never looked back.
Yeah, i really want to...I heart this game so much, but I dropped it and went back to SF4 out of necessity of needing something to play...I missed it and got motivated to pick it back up when I found this board late last year...but only having vanilla SG on my Xbox brushing back up got boring quick..I've been salivating over all the encore match vids and new characters and want in the cool kids playground...
 
My favorite style of combos in gaming are the short ones. Like in Guilty Gear and Darkstalkers.
I love it when people say this. The combos in GG are just as long, or longer...IF your opponent is good.
So what you are basically saying is, you enjoy it when people are bad at those other games or when you don't know enough about the game, and you don't enjoy it when they're not-quite-as-bad at SG.
It warms my heart when people say this is because of the game. Truly.

For reference, here's a match-practical infinite Zappa combo that he's had a variation of for 10 years:
and a Bulleta infinite (hopefully it keeps the timestamp, if not 1:32)
and some Millia combos
 
Some people like huge MvC3 combos. People like me, who just get whacked mercilessy for long time to get up and having another don't. My favorite style of combos in gaming are the short ones. Like in Guilty Gear and Darkstalkers.

As stated earlier, Guilty Gear does not have short combos at the higher levels and even if they end up being shorter in time, the overall damage is higher percentage wise in GG compared to SG. So then we move to the "it's okay if I die fast" territory found in oldman fighters that you think you want but you don't actually want because higher level VSav, while the combos are short, the matches end in the blink of a eye because of the damage along with the speed of the game.

SG already has a stifling undizzy system (SOME people here may disagree but whatever) that made the game's combos shorter than what they used to be. I'd argue that the game has more chances for both players to go back & forth at the higher levels then either VSav or GG+R. Hell, GG+R and Vsav have unblockables and hard as hell to react nonsense not found in SG so damn, combo length, SG allows for a more "fair" combat than either of those games. I'm willing to wager people that claim they want SG to play more like say, GG+R or VSav don't actually play either game at a level in which they'd understand the way combos work in SG is actually way more friendly to beginners than either of those games.

a Bulleta infinite (hopefully it keeps the timestamp, if not 1:32)

lol WELL granted, this is Bulleta played by Sako doing an exceptionally long string of the Sako special that afaik even he says is super hard to do beyond 4 reps. So it's kind of a rare thing, especially against a good Sasquatch. He lost pretty hard to Haitani at Evo despite getting in only one solid SS string during the entire Grand Finals.
 
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@Mike_Z

Still, how often you actually meet people able to do such long combos in GG or Darkstalkers is WAY lower than in Skullgirls (especially if you look at online, which majority of people will). I mean Chun-Li in SSFIV has probably the longest ass combos among the more mainstream games and you don't see online matches and tourneys absolutely full of those. It's just different meta-game.
 
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Some of those "short" GG combos take just as much life off of a character as an SG combo. I'm pretty sure players in general don't like losing half of their life in one combo.

True, true. But it is better to die faster than to be locked up for a long time seeing the numbers rise. Also, the skill to do long combos is greater than to do shorts. New players, specially new people to fighters, see those and think: "Wow, how much time of practice I will have to take before I can play in the proper way? I don't have time for that."


So what you are basically saying is, you enjoy it when people are bad at those other games or when you don't know enough about the game, and you don't enjoy it when they're not-quite-as-bad at SG.
It warms my heart when people say this is because of the game. Truly.


More or less. I like to play with people around my level. Getting super trashed or super trashing someone weaker than you, not fun in games.

I enjoy seeing high-level gameplay, I just think that there is a discrepancy between how much a person has to know to manage, let's say, a Peacock/Double (and now probably Peacock/Big Band) team and how to beat said team without also using it. I guess there might be good match-ups against them but I am unaware of it.

Let's take a more practical approach: How much you have to practice, to get good at Skullgirls? Or other fighting games? Or any game? What is the ideal dificult curve to learn a game? How much time do you have to invest in it?
 
True, true. But it is better to die faster than to be locked up for a long time seeing the numbers rise. Also, the skill to do long combos is greater than to do shorts. New players, specially new people to fighters, see those and think: "Wow, how much time of practice I will have to take before I can play in the proper way? I don't have time for that."





More or less. I like to play with people around my level. Getting super trashed or super trashing someone weaker than you, not fun in games.

I enjoy seeing high-level gameplay, I just think that there is a discrepancy between how much a person has to know to manage, let's say, a Peacock/Double (and now probably Peacock/Big Band) team and how to beat said team without also using it. I guess there might be good match-ups against them but I am unaware of it.

Let's take a more practical approach: How much you have to practice, to get good at Skullgirls? Or other fighting games? Or any game? What is the ideal dificult curve to learn a game? How much time do you have to invest in it?
If you wanna play at a competitive level? A LOT. I've logged at least 300 hours between retail and beta, and I STILL am not quite at the level I want to be. It takes practice, dedication, and a willingness to look at your losses and learn from them.
 
If you wanna play at a competitive level? A LOT. I've logged at least 300 hours between retail and beta, and I STILL am not quite at the level I want to be. It takes practice, dedication, and a willingness to look at your losses and learn from them.

300? HOWLY Shit.

It puts in perspective in how big is the difficult concerning "time to be invested" in games really goes to the tournament scenery.

Seriously, thanks for answering the question. It was an objective "price/reward" answer.

Dark Souls 2 doesn't seem difficult now.
 
331 hours, to be exact. I've been playing since the Beta first came out. There are times where I'm frustrated with myself whenever I feel like I play poorly. Sometimes, it helps to take breaks of at least a day to get your head on straight.
 
331 hours, to be exact. I've been playing since the Beta first came out. There are times where I'm frustrated with myself whenever I feel like I play poorly. Sometimes, it helps to take breaks of at least a day to get your head on straight.

Seems difficult. Are you a professional player? Making money in tournaments and such?