So it penalizes if youve used the move period? Not just if it's an tracked ender youve already used in another tracked stage?Nothing on the main build.
The Endless Beta has current IPS, but an Undizzy change:
If you chain into any normal you used at any point (stage3+) before, it adds twice the undizzy.
So eg Filia does
s.HP
- j.MP j.MK xx AD, j.MP j.HK
s.MP s.HP
- j.LP j.LK j.MP j.MK xx H.Airball
s.MK c.HP xx Updo
then she uses j.MP and j.MK twice (1st airchain, later 2nd airchain) = 40 Undizzy added by both of them
and c.HP counts the same as s.HP, so that adds 60 Undizzy
If there's only 1 combo that can reach those numbers, then that's cool...but people would just then wanna do that bnb over again. But anyways, that's not the point. It doesn't help to say youve found a 9.2 combo and not even post what the notation is. Just saying. If it was posted earlier in the thread, sorry, but I stopped reading every post around page 7.
http://skullgirls.com/forums/index.php?threads/skullgirls-pc-beta-updates-discussion.407/#post-21863
I dunno, I'm currently resetting too much to ever hit any Undizzy.
From what I've seen, it removes around 1 chain per character. Double can still do full Barrel Loop, Undizzy then triggers on her Ender.
I think Mike wanted to test 3x and 4x Undizzy for repeated moves later.
I don't really like this. I mean, I like the direction, but it's getting really convoluted and confusing now.
I like long combos and I like resets, and i do not like that it looks like these changes are aiming towards resets being your only option. I want to be able to do both. Yes, i am aware this game is not made for me, but other people are stating their opinions, so here's mine
My 3 cents that no one cares about.
It can put the opponent in a lull, allowing you to reset in the middle of a loop they don't see coming. Not sure if it's a loop but for my cerebella, I stick to the flowchart combo but throw in a bunch of resets at awkward points.
I care, and i also concur :)
Some of the hypest combos in FG history were loops, tk badlands, IM's, ROM's, dust, tk Beni's lighting, sidewinder's etc. I agree that a good number is around 4. I have nothing against loops. What I don't like is easy infinites but that's a whole different subject, and I played XvSF for a long time and it still was fun even with all the nonstop bs.
I dunno about you, but I don't find Barrel Loops to be the hypest shit in FG history. Maybe it feels different when your pulling them off, or maybe it just feels like grinding in a turn-based RPG, but personally I don't think you can call any of the loops in SG hype.Some of the hypest combos in FG history were loops, tk badlands, IM's, ROM's, dust, tk Beni's lighting, sidewinder's etc. I agree that a good number is around 4. I have nothing against loops. What I don't like is easy infinites but that's a whole different subject, and I played XvSF for a long time and it still was fun even with all the nonstop bs.
I dunno about you, but I don't find Barrel Loops to be the hypest shit in FG history. Maybe it feels different when your pulling them off, or maybe it just feels like grinding in a turn-based RPG, but personally I don't think you can call any of the loops in SG hype.
Anyway I've seen people complaining that their combos are losing damage or that some of their combos aren't losing damage, there will always be alternatives. Not everyone is going to have to learn a new combo for this new system but how is it any different from going into training mode and learning a new BnB for more damage?
So the fact that I took extra care to disclaim any instances where I could be accused of forcing words into people's mouths by using "think" and "personally" to ensure you knew it was my point of view that I was expressing and that I was not assuming everyone else thought the same went to waste.I want to specifically mention the line where you say "I don't think you can call any of the loops in SG hype" and then say, I don't think you can tell me how I should feel about something. People need to depersonalize things more, you can't just assume what you like is what other people like or that any opinon is less valid. I know most people don't really think that, but a lot of the time it's basically what they end up saying.
So the fact that I took extra care to disclaim any instances where I could be accused of forcing words into people's mouths by using "think" and "personally" to ensure you knew it was my point of view that I was expressing and that I was not assuming everyone else thought the same went to waste.
And as for the second part, with the system that was described in the OP, you still get a minimum of 3 chains without any risk of triggering IPS. Minor adjustments (cutting out any pointless LP->LK or vice-versa and other such things) can give you 4 chains that won't trigger IPS and, as IsaVulpes made a huge point of in his thread about damage, most of your combo's damage will be done in those sections. For people who want to have the longest combos possible they can go into training mode and get themselves one, but for the people who don't want to spend hours squeezing out an extra 0.5-1k damage they can stick to 4k, 5k or 6k from their considerably simpler combos and just have to pull off 1 more combo/hit with 1 more reset than a player with 7k or 8k combos to beat a character.
Now addressing how learning a new combo for a new system is differnt from learning a new combo in the same system. Going into training mode to learn a stronger combo is a decision you make yourself, having to abandon old combos and learn new ones because of a system change is a decision the developer makes for you. Really I've gotten to the point I don't even think I'm going to bother with learning new combos since it really does take me a LONG time to do. My execution really is that bad. After spending hours learning combos and then learning that they could soon be useless is disheartening. Here's the thing though, the combo I use most of the time, the aweful 5.8k Valentine BnB that I pretty much use for everything that isn't corner combo, still works under this new system. However, everything I was going to replace it with and haven't finished working on doesn't. Truthfully, I'm not exactly opposed to the change, in fact I'm entirely neutral too it since it doesn't change anything but things I had planned on doing since I already use short combos and resets most of the time, but I don't like this attitude ,no matter how unintentional it may be, that the people who like the game as it is somehow have a less valid opinion.
The thing is, going into the training mode stops being effective once you can do the optimal combo. You can't rely on the lab to make a game great- a game's greatness has to come from its neutral game.
Also, the more important combos are, the more folks have to waste time in training mode learning to play before they can start playing, unless they're freaks like me who just try to learn on the fly. (I don't think the way I do things anymore is viable in modern fighters- at least for most modern fighters)
Everyone's opinion in the end really is the same- they want to make this game closer to how they feel it would be best. Folks just have different ideas because they weight things differently. Many folks on here love long combos, because it gives them an advantage, or they just like hitting opponents for 20 secs. Others hate it because they feel it's a barrier (The Sirlin philosophy), or because they feel it distracts from what the game really should be about- all of the VF folks I talk to who got into SG love the reset portion of the game and think the long combos distract from it (this is my crowd).
I'd love to see Mike Z chat with one of my friends who is pretty good at VF and is starting at SG (he lives in Burbank)- would be interesting to hear their philosophy.
I don't believe that a game's greatness has to come from it's neutral game. I can agree that neutral is a part of what makes a great fighting game, but I wouldn't say it's the sole factor of greatness. I feel defining neutral as the only thing that can make a game great is too narrow.
Now I'd like to reiterate that I usually use a reset based style myself, and I've even said I'm neutral to the proposed change, but there's something about your post that bothers me. The part where you say long combos distract from resets. I'm going to ask a simple question, how do long combos distract those that want to use resets from using them? Perhaps I misunderstand you, but as far as I see it it's not the games fault if people would prefer go the safer route by finishing their combo rather than using a reset it's a choice of the individual. Why then should we not allow the individual to make that choice for themselves? Resets are , or at least I believe they are, a valid alternative to the safe route of finishing a combo as it, in fact they are even more rewarding in many cases, a reset based style is already valid. It is riskier, but valid. Why then should we limit or strive to eliminate another style of play from the game. Why limit the number of meaningful choices a player has, or maybe I should say why should we make these people change their playstyle if the reset based style is already valid.
I apologize in advance if I sound pretentious or insulting.