- Joined
- Oct 23, 2013
- Messages
- 2,419
- Reaction score
- 3,218
- Points
- 113
Hi.
When a character has two specials that overlap but use one uses kicks, and one uses punches, Mike decides what takes priority if both are pressed.
This is so that when you do an input with an assist macro, one move comes out over the other every time.
For example, Parasoul charge back press forward + assist gives her shot instead of egret every time.
This is really beneficial because the timing for comboing off of the shot lines up very well.
If you think that one of these should be CHANGED for the final patch of Skullgirls.
Please say which one, and why.
For example, Eliza's could be changed so that 6 > 2, 3, 6 (DP ending in 6) could still be DP instead of Summon, letting her do DP + Assist more easily to make it safe even if her input isn't 100% correct.
In the current version of the game, these are the ones that have priority over the others:
Some specials will pick the heaviest version if multiple strengths are used, some specials will pick the weakest version.
When a character has two specials that overlap but use one uses kicks, and one uses punches, Mike decides what takes priority if both are pressed.
This is so that when you do an input with an assist macro, one move comes out over the other every time.
For example, Parasoul charge back press forward + assist gives her shot instead of egret every time.
This is really beneficial because the timing for comboing off of the shot lines up very well.
If you think that one of these should be CHANGED for the final patch of Skullgirls.
Please say which one, and why.
For example, Eliza's could be changed so that 6 > 2, 3, 6 (DP ending in 6) could still be DP instead of Summon, letting her do DP + Assist more easily to make it safe even if her input isn't 100% correct.
In the current version of the game, these are the ones that have priority over the others:
Squigly: P + K = Cancel so it doesn't matter.
[NO IDEA]
Big Band: Priority goes to punch, the only input this matters for is Brass / A-Train and P + K is E-Brake... Doesn't matter.
[BRASS > A-TRAIN]
Eliza: Priority goes to punch for QCB. Priority goes to kick for DP which includes the QCF, unsure if this is because QCF has priority over DP or if kick is manually chosen for DP / QCF overlap.
[SEKHMET > SPIRAL]
[SUMMON > DP]
[Edit: Sek > Servant > DP > Spiral, is the order in the script.]
Fortune: Priority goes to kick.
[FIBER > REKKA]
[EL GATO > HEAD ROLL]
Peacock: Priority goes to kick.
[GEORGE > BANG]
[TELEPORT > ITEM DROP]
Painwheel: Priority goes to punch.
[STINGER > BUER]
Filia: Priority goes to punch.
[RINGLET > PSYCH]
Cerebella: N/A.
[360 > QCB LEVEL 3 BTW]
Valentine: Priority goes to punch.
[DEAD CROSS > BYPASS]
[SCALPELS > EKG]
Parasoul: Priority goes to punch.
[NAPALM SHOT > NAPALM MEN]
[NAPALM SCOPE > NAPALM BIKES]
Double: Priority goes to kick for DP input that overlaps with QCF. Car > Catheads
[HORNET > LUGER]
[CAR > CATHEADS]
Fukua: Priority goes to punch.
[FIREBALL > DRILL]
[FIREBALL SUPER > DRILL SUPER]
Beowulf: Priority goes to punch. *Airwulf > Level 3.
[CHAIR > BLITZER]
[AIRWULF > LEVEL 3]
Robo-Fortune: Priority goes to punch.
[BEAM > DANGER]
[CANNON > MAGNET]
[NO IDEA]
Big Band: Priority goes to punch, the only input this matters for is Brass / A-Train and P + K is E-Brake... Doesn't matter.
[BRASS > A-TRAIN]
Eliza: Priority goes to punch for QCB. Priority goes to kick for DP which includes the QCF, unsure if this is because QCF has priority over DP or if kick is manually chosen for DP / QCF overlap.
[SEKHMET > SPIRAL]
[SUMMON > DP]
[Edit: Sek > Servant > DP > Spiral, is the order in the script.]
Fortune: Priority goes to kick.
[FIBER > REKKA]
[EL GATO > HEAD ROLL]
Peacock: Priority goes to kick.
[GEORGE > BANG]
[TELEPORT > ITEM DROP]
Painwheel: Priority goes to punch.
[STINGER > BUER]
Filia: Priority goes to punch.
[RINGLET > PSYCH]
Cerebella: N/A.
[360 > QCB LEVEL 3 BTW]
Valentine: Priority goes to punch.
[DEAD CROSS > BYPASS]
[SCALPELS > EKG]
Parasoul: Priority goes to punch.
[NAPALM SHOT > NAPALM MEN]
[NAPALM SCOPE > NAPALM BIKES]
Double: Priority goes to kick for DP input that overlaps with QCF. Car > Catheads
[HORNET > LUGER]
[CAR > CATHEADS]
Fukua: Priority goes to punch.
[FIREBALL > DRILL]
[FIREBALL SUPER > DRILL SUPER]
Beowulf: Priority goes to punch. *Airwulf > Level 3.
[CHAIR > BLITZER]
[AIRWULF > LEVEL 3]
Robo-Fortune: Priority goes to punch.
[BEAM > DANGER]
[CANNON > MAGNET]
Some specials will pick the heaviest version if multiple strengths are used, some specials will pick the weakest version.
Last edited: