Skullgirls Beta Aug 5th Patch Discussion

Discussion in 'Gameplay General' started by Liam, Aug 6, 2016.

  1. Yomabuddy

    Yomabuddy I don't play Big Band just for the assist.

    Location:
    New Zealand
    Steam:
    Yomabuddy
    Filia
    Big Band
    https://clips.twitch.tv/skg_amabane/InexpensiveNightingaleAsianGlow

    I've seen M Gun cause wall bounce like this way too often in the beta. Did this used to happen in retail as well, or is this a thing that's supposed to happen now?

    Also when you set the pushblock to be random but at a set hit (eg pushblock 2nd hit) it'll randomly pushblock at the 1st hit too. Can it be made so it always pushblocks at the specified hit randomly instead of randomly pushblocking at any hit, or, ideally, can it be made to toggle between these two behaviours?
     
  2. Dhoppler

    Dhoppler Forsaken by grains. Hated by the food industry.

    Location:
    KCK
    Steam:
    dhoppler
    PSN:
    dhoppler
    XBL:
    stormin fiasco
    Peacock
    Ms. Fortune
    Big Band
    It's a side effect of the extra knock back but it could also happen in retail as well.
     
  3. Top Dallas

    Top Dallas Beat Extend

    Steam:
    Top_Dallas
    Valentine
    Double
    Big Band
    After playing around some more the nerfs made L-Beat balanced and fair, if it shipped out like this i'd be ok with it. However, I think the nerfs killed M-beat as an assist.
     
  4. Zidiane

    Zidiane Doing my best

    Location:
    Rhode Island
    Steam:
    Zidiane
    PSN:
    zidiane5
    XBL:
    Zidiane
    Cerebella
    After Brass nerf, these two combos no longer kill.



    The corner combo will kill if you use Copter instead of Excellebella both times, but if you use copter you don't build the full bar for the combo (you build like... 95% of the bar, so it doesn't matter that much).
     
  5. Cadenza

    Cadenza Documentation Expert

    Steam:
    http://steamcommunity.com/id/moon_cadenza
    Parasoul
    Filia
    Double
    Is that a problem?
     
    Receita Federal, PME, gllt and 3 others like this.
  6. Zidiane

    Zidiane Doing my best

    Location:
    Rhode Island
    Steam:
    Zidiane
    PSN:
    zidiane5
    XBL:
    Zidiane
    Cerebella
    Why would it be a problem? I'm just pointing out a thing I noticed the nerf effects. No one really mentioned hard effects of the damage nerf, so I mentioned this. This is a thing that's no longer possible.

    If anything I thought maybe people would feel better about the nerf knowing it prevents this.
     
  7. Cadenza

    Cadenza Documentation Expert

    Steam:
    http://steamcommunity.com/id/moon_cadenza
    Parasoul
    Filia
    Double
    Was just asking.
     
  8. ashxu

    ashxu its time to ape

    Location:
    down under
    Steam:
    ashzu
    Valentine
    Big Band
    Fukua
    why is l beat extend getting nerfed after all this time? it was no secret how powerful it was but i thought it was just a thing that was accepted
     
  9. Receita Federal

    Receita Federal 300ms Member

    Location:
    Brazil
    Steam:
    receitafederal
    Valentine
    Double
    Big Band
    it was actually never accepted, people have always complained about it
     
  10. Rabbleflaggers

    Rabbleflaggers Buh

    Location:
    Miami, Florida
    Steam:
    Rabbleflaggers
    Beowulf
    Painwheel
    Big Band
    Big Band level 5 is whack
     
    Mao, Zidiane and missingno like this.
  11. Dhoppler

    Dhoppler Forsaken by grains. Hated by the food industry.

    Location:
    KCK
    Steam:
    dhoppler
    PSN:
    dhoppler
    XBL:
    stormin fiasco
    Peacock
    Ms. Fortune
    Big Band
    Not seeing that at all.
    All multi hitting air attacks stuff L beat extend for free, even when blocking said air attack on point.
    Most noticeable with val j.mp, double j.hp, fillia j.mp, peacock j.lk, squiggly j.mk/j.hk, big band j.lk.
    It used to only be that you could stuff BE like this from the front of big band. Now you can do it directly over big band. Meaning that my only is it not worth much as a reversal, it doesn't function as an anti air all that well against opponents with multi hitting jump ins.

    Can't interrupt block strings with the assist nearly as easily, which I'm pretty sure is the point of nerf and that's fine. But it really vexes me that the assist doesn't even anti air opponents directly over head anymore in cases that updo and pillar are still effective.

    I feel like it only hits whiffed air attacks and blocked single hit air attacks without getting beat out.

    Dropping assists 12 frames earlier is completely overblown. Especially with how easy it is to stuff now.

    No comment on mp BE.

    Sent from my SM-G920P using Tapatalk
     
  12. Top Dallas

    Top Dallas Beat Extend

    Steam:
    Top_Dallas
    Valentine
    Double
    Big Band
    I do agree that that happens more often now, but BE still the largest dp in the game and still controls a large portion of the screen. So it being a little weaker in some areas could be a good trade off in that way.

    But it's still kinda stupid that this can happen.

    Edit: Turns out the attached pictures are M-Beat. oops.
     

    Attached Files:

  13. IsaVulpes

    IsaVulpes Just Throw

    Location:
    Trinidad && Tobago
    Ms. Fortune
    Filia
    Double
    I'm liking these patches. A lot!

    Would still prefer IDJs to be gone (via Doublejump lockout) and some minor random other touchups*, but overall I really enjoy the recent direction.





    * like making Bella j2MP or jHP mid (the latter just while rising) because it appears strange to me that "the grappler" has such strong overheads that it barely wants/needs to throw, or something for Peacock (Lenny Argus?)
     
    4th, BigEffinDud, Dhoppler and 2 others like this.
  14. Dhoppler

    Dhoppler Forsaken by grains. Hated by the food industry.

    Location:
    KCK
    Steam:
    dhoppler
    PSN:
    dhoppler
    XBL:
    stormin fiasco
    Peacock
    Ms. Fortune
    Big Band
    Minimum height for double jumps would be good. We already have it for air dashes.

    So would a universal minimum height on rising overheads. I find it strange that peacock and Eliza lost their instant overhead instead of it all happening at once. What's good fillia, fukua, fortune, squigly, beowulf, bella?

    Sent from my SM-G920P using Tapatalk
     
  15. IsaVulpes

    IsaVulpes Just Throw

    Location:
    Trinidad && Tobago
    Ms. Fortune
    Filia
    Double
    Liza jLK isn't an IOH because it hits way too many people crouching - maybe everyone? Too lazy to test, but at least it's several low crouchers (eg Filia).
    Peacock jLP I'm unsure, might be related to "She is a zoner and doesn't need an extremely fast overhead", or to "She has a comparably easy time setting up fuzzies with item drop", or something.

    For other characters this doesn't really apply - Fortune jLK eg is just an IOH on tall crouchers (if we ignore IDJ..), so you need to at least set up fuzzies with it to be useful against the majority of the cast (and gives some extra weakness to eg Eliza as she can get instant overheaded by things that other ppl can't*).

    * Imagine you removed all rising overheads, that would be kind of a big buff to Big Band innit
     
    Lex likes this.
  16. Cadenza

    Cadenza Documentation Expert

    Steam:
    http://steamcommunity.com/id/moon_cadenza
    Parasoul
    Filia
    Double
    Please look.
    http://i.imgur.com/Yn3VeT8.png
    This is eliza's hitbox

    vs.

    http://i.imgur.com/sPTq5ez.png
    http://i.imgur.com/o4Ig0Vy.png

    Isa already said for reasons why eliza is a no no.

    so add on to things, double can be fuzzied, so can eliza and band.

    I would rather not remove rising overheads. Its something that tall characters had to deal with in other games, why change it now?
     
    Lex likes this.
  17. severine

    severine ʰᵉᶫᶫᵒ ʰᶦ ʰᵉʸ ʰᵒʷ ᵃʳᵉ ʸᵒᵘ

    Parasoul
    Double
    Eliza
    instant overheads that hit standing chars only are fine, weird instant overheads that hit crouchers that aren't big band, why.
     
  18. RemiKz

    RemiKz Well-Known Member

    Location:
    Norcal
    Steam:
    remikz_
    PSN:
    RemiKz_
    Peacock
    Filia
    Cerebella
    My exact feelings for the most part. I don't mind bella doing them with j2MP and jHP too much because they feel like IAD speed overheads. (could be wrong and they might actually be faster idk off the top of my head)
     
  19. Lex

    Lex Skill pending

    Location:
    Scotland, UK
    Steam:
    Lex
    PSN:
    Ilexyellowdog
    Valentine
    Filia
    Double
    Bella's j.HP is 19f and j.2MP was 15f (that was the fastest possible version) but Mike slowed it down a bit in one of the beta patches by 2f so it is 17f, the same as Filia's IAD j.LK.
     
  20. Swiftfox-Dash

    Swiftfox-Dash The one... the only

    Location:
    Texas
    PSN:
    TJgamer22
    Peacock
    Cerebella
    Her rising j.lp only hits Eliza, Bella and Beowulf (Beo is weird, hits at certain ranges and whiffs at others). and of course BB. I believe the main reason the overhead properties were removed was because of the double jump cancel thing giving her an option for a very fast IOH.
     
  21. FakeangeL

    FakeangeL When's the real main character?

    Steam:
    http://steamcommunity.com/id/fakeangel/
    Cerebella
    Bella's j.hp hits most of the cast, but it's spacing depedant.
     
  22. Burpinator

    Burpinator The Red Mage Fighter

    Steam:
    Burpinator
    PSN:
    N/A
    XBL:
    N/A
    Squigly
    Parasoul
    Big Band
    This would probably take alot of work to code but a possible suggestion for SG2 but it'd be nice to have a SFV like feature to be able to look for matches while your messing around in Training or verses AI quick matches.
     
  23. BlueFeena

    BlueFeena Active Member

    Steam:
    BlueFeena
    Eliza
    I'm pretty sure Mike said something about that; he considered it at one point but the PS3 doesn't have enough RAM to implement a fight request-like feature. I'd imagine the 360 is in a similar situation.
     
  24. Fuego

    Fuego :fire:

    There appears to be an issue with the trigger for Beo's referee pin:



    Although you need to end your combo with an EX Canis Major to get the penguin itself, it seems that you can still receive the damage increase from the referee pin even if you end the combo with a regular Canis Major (which usually deals only 275 damage when fully scaled). All of the other necessary circumstances to get the pin still need to be in place (game-winning combo, 3 hype, opponent's last character), but being able to spend 3 hype, all of your meter, and then dishing out 1550 unscaled damage to top it off is just egregious.
     
  25. Dhoppler

    Dhoppler Forsaken by grains. Hated by the food industry.

    Location:
    KCK
    Steam:
    dhoppler
    PSN:
    dhoppler
    XBL:
    stormin fiasco
    Peacock
    Ms. Fortune
    Big Band
    No, it was to help BB in the match-up.

    Sent from my SM-G920P using Tapatalk
     
  26. Yomabuddy

    Yomabuddy I don't play Big Band just for the assist.

    Location:
    New Zealand
    Steam:
    Yomabuddy
    Filia
    Big Band
    In case this was a thing people forgot Filia players would really appreciate.
     
    4th, softie and Lex like this.
  27. Swiftfox-Dash

    Swiftfox-Dash The one... the only

    Location:
    Texas
    PSN:
    TJgamer22
    Peacock
    Cerebella
    Umm BB vs Peacock is a decently even matchup, especially considering BB is one of the many characters that has gotten more anti-zoning tools since retail. I'm would imagine preventing Peacock having a fast, universal overhead is a more valid reason for the nerf. That being said, if the double jump cancel thing ends up getting removed in the future, I'd like to opt for her j.lp to regain the overhead properties.
     
    softie and gllt like this.
  28. Mao

    Mao Buttons 'R Fun

    Location:
    Auckland, NZ
    Steam:
    Mao
    PSN:
    sussex4lyf
    Peacock
    Double
    Big Band
    the reason for her losing overhead was cause the hitbox got buffed iirc
     
    Shuffleupagus and gllt like this.
  29. Rabbleflaggers

    Rabbleflaggers Buh

    Location:
    Miami, Florida
    Steam:
    Rabbleflaggers
    Beowulf
    Painwheel
    Big Band
    When you are in training mode and set Beowulf to perform a chairless sweep to play on reversal, every time he recovers after the sweep he will perform the sweep again, only to recover once more and do another sweep, since he is doing a "reversal." Any way to fix this?
     
  30. Dhoppler

    Dhoppler Forsaken by grains. Hated by the food industry.

    Location:
    KCK
    Steam:
    dhoppler
    PSN:
    dhoppler
    XBL:
    stormin fiasco
    Peacock
    Ms. Fortune
    Big Band
    Well looking back at it, it was because j.lp got sped up and a lower hit box. I just remember hearing about the BB match up at the same time. My mistake.
     
  31. Huffy

    Huffy Member

    Location:
    Europe
    Steam:
    http://steamcommunity.com/id/Huffy_/
    Parasoul
    Painwheel
    Big Band
    http://steamcommunity.com/games/208610/announcements/detail/529569763815083372

    New bikes are cool, she gets conversions out of pillar, combos are more consistent and there's some new fullscreen stuff, she could really use this buff.

    What I don't like is that it makes pillar bikes safe vs some characters if they block it from far away (up close they can just pbgc jab, even midscreen).
     
    gluemchen, Dr. Oddwin and softie like this.
  32. Masqman

    Masqman You've made a mistake...

    I like the buff because now FHP>Pillar>bikes is universal or mostly universal (haven't checked everyone but the characters it was dropping on due to otg weren't dropping which is great. It's more safe which means I have to focus on punishing it. DHC options

    One thing I would like is if was slightly less safe than right now (but safer than it was I don't have frame data on me rn) but all the bikes came out if you DHC'd out of it. Right now, only having one bike come out makes some stuff randomly drop that wouldn't otherwise (especially now that there are 8) and it would open up combo>DHC routes etc. Not only that it would be able to give your team member a safer entrance depending on what you are trying to do. Also, the reason I would have it be a little less safe is because right now from the games I played. It feels super non-commital unless you are Point-Blank.
     
  33. MegamanDS

    MegamanDS You know who EightySixed Staff

    Steam:
    MegamanDS
    Fukua
    Parasoul
    Haven't tested it yet but the bike things reminded me...

    Blockbuster sequeling out of bikes and into BFF is wonky. If you do it too early, BFF doesn't end. You can't wait til the end because the blockbuster sequel window has ended. So you have to time it based on distance of BBS and timing of last bike coming on screen.

    To fix this, I think either BFF needs to change to wear if first hit hits opponent, then they stop getting hit in the freeze grab before 2nd hit... Or make the BBS timing for bikes extended to when last bike hits opponent?

    Or just leave it since it's not that big of a problem.

    I'll go test it to see if new bikes helped this very specific situation.
     
    softie likes this.
  34. Masqman

    Masqman You've made a mistake...

    This... this happens with a ton of supers just to kind of go along with what I was saying with one or two bikes coming out making DHC timings ad stuff super inconsistent.
     
  35. Tank

    Tank I argue till I'm wrong or right

    Steam:
    Psn_Drsusredfish
    PSN:
    Drsusredfish
    Parasoul
    Robo Fortune
    I really like these new bikes. They address issues I had with them a while back. If there is a way to keep the combo ability of these new bikes but keep the old bikes relative safety it should be a win win.

    off topic/on topic (open)
    can s.B+hk go from this____________________ to this?
    [​IMG][​IMG]
    The goal being making the B+hk loops easier and let the opponent be able to be bounced higher. The height increase might technically make this a better anti air but its still a terrible anti air.
     
  36. Rabbleflaggers

    Rabbleflaggers Buh

    Location:
    Miami, Florida
    Steam:
    Rabbleflaggers
    Beowulf
    Painwheel
    Big Band
    Wondering if Beo can have his perfect if the only damage he took was chairless chip from a normal.
     
  37. MegamanDS

    MegamanDS You know who EightySixed Staff

    Steam:
    MegamanDS
    Fukua
    Parasoul
    In your heart, it's still a perfect.

    Does headless fortune get a perfect if head is poked?
     
    Receita Federal likes this.
  38. Ranger

    Ranger There is no Power prefix

    Location:
    Moscow
    Steam:
    RangersFTW
    Cerebella
    Valentine
    Peacock
    Is it too much to ask for making Bella's Titan Knuckle not whiff on beowulf after DDrop for some obnoxious reason?
     
  39. TheOneGE

    TheOneGE Golden Emporer

    Location:
    GA
    Steam:
    CSG| TheOneGE
    Robo Fortune
    Double
    Hello everyone and Mike,

    I have a video showing the bug I found, and that PME mentioned, with Robo's Magnet into Double's Lvl. 3 against Cerebella. I don't know what's causing it but it's there non-the-less. The first two attempts are with slightly different timing. The 3rd attempt is using a very late timing I found that is consistent. 4th attempt is using a very early buffered input that sometimes works found by PME.

    Edit: I neglected to mention that this only happens with Cerebella.

    Sorry if my video quality isn't all that good.

     
    Last edited: Jan 5, 2017
  40. Mr Peck

    Mr Peck that UK Peacock player Lab Zero

    Location:
    Guildford, UK
    Peacock
    Robo Fortune
    I think that's just how magnet works. Magnet->Argus Agony DHC usually whiffs too.
     

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