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- Sep 2, 2013
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- labzero_mike
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- MikeZWasTaken
Skullgirls is based on community-oriented game development, so I'll get right to it:
We have one specific gameplay problem. We have one patch left, to add Japanese voices and fix lobby bugs. I am fine either not changing things or changing things, but if things change they will go into the Beta for a MAXIMUM OF THREE DAYS, and if there are new bugs introduced as a result those bugs will be present FOREVER.
People have been finding one-reset sequences that lead to 100% in 3v3:
Remember 3v3 has extra damage, so these aren't restricted to these characters. In testing I found 3v3 versions of this without DHCs using Val/Dive of Horus/X, Filia/LnL/X, Fortune/Axe/X, and Squigly/H Danger/X...which were all the teams I tested. :^P
These don't bother me very much, because this happens to trios, so "losing a character in two touches" just becomes an overall downside of playing a trio, since trios can already lose a character in two (or even one) touch in 2v3 or 1v3. So maybe a trio isn't always the best pick, that's fine with me, duos and solos exist. Do your dang research. :^\
BUT
They do demonstrate a symptom of Undizzy that I have never liked, which this clip shows off very well:
Namely, that you're still able to do a pretty good chunk of damage above 240 Undizzy, as well as lead into setups.
So what can be done? Any combination of various things...
Do not assume I'd do everything listed. I just listed them all because it's more to discuss.
Game-wide things I am open to doing because they directly affect only the problem area:
- [revised] All non-super hits at 240+ Undizzy are automatically scaled to minimum damage. If you want to reset into meter use, I have no problem with that doing real damage. This also basically doesn't affect existing combos, since by the time you get to 240 Undizzy you're already at minimum scaling so the new rule would change nothing.
- Automatically move to Combo Stage 5 as soon as any hit is landed at Stage 2+ at 240+ Undizzy. So 2->5 or 3->5, even in the middle of a chain, thereby restricting you to exactly one unburstable chain including throws in that situation, minus jumpins.
- [revised] Minimum meter gain for the attacker and maximum meter gain for the victim when the victim is above 240 Undizzy.
Character-specific things I'm partially open to doing that do not just affect Undizzy:
- Band can't use his taunted supers in the same combo where he gains the taunt. Even as a Band player I actually wanted to do this before, and forgot. >.<
- A-Train can give Undizzy bursts when not chained into. Band is an exception in the game here, Buer/Excella/etc already do this.
- Pummel Horse can give Undizzy bursts when not chained into. This also turns out to be useful at max undizzy because it gives free damage and leads to Dynamo, thank you JDbbx.
- Canis Major Press, and EX, can give Undizzy bursts when not chained into. I am not sure this is possible to track without introducing hella bugs, though.
- Excellebella assist scales to minimum damage OR has a shorter animation that's still long enough for Val to get a vial off of but not long enough to taunt during, like just the slap. These sorta affect the problem, but they also reduce the opponent's annoyance in a bunch of situations. :^P I'm personally just for min scaling.
Things I'm NOT open to doing:
- Automatically granting a burst as soon as Undizzy reaches 240 no matter what. Nope.
- Ground-tech inputs > burst inputs. This would remove all existing "hard knockdown" burst bait setups, which are neat, and also doesn't really address the problem.
- Increasing HP from 15500 to 16700. This does solve the problem of dying, but it directly makes zoning worse which I don't want to do again, and affects all sorts of other things.
- All sliding knockdowns are techable once you're above 240. Note that this does not solve the problem in cases where sliding knockdowns are not used, and doesn't fix the problem when the knockdown is a burst bait anyway.
I'm also open to doing nothing.
Please vote, and respond with your opinion.
Any shitposts or derailing the discussion should expect some kind of ban. We don't have time for that junk now.
We have one specific gameplay problem. We have one patch left, to add Japanese voices and fix lobby bugs. I am fine either not changing things or changing things, but if things change they will go into the Beta for a MAXIMUM OF THREE DAYS, and if there are new bugs introduced as a result those bugs will be present FOREVER.
People have been finding one-reset sequences that lead to 100% in 3v3:
These don't bother me very much, because this happens to trios, so "losing a character in two touches" just becomes an overall downside of playing a trio, since trios can already lose a character in two (or even one) touch in 2v3 or 1v3. So maybe a trio isn't always the best pick, that's fine with me, duos and solos exist. Do your dang research. :^\
BUT
They do demonstrate a symptom of Undizzy that I have never liked, which this clip shows off very well:
So what can be done? Any combination of various things...
Do not assume I'd do everything listed. I just listed them all because it's more to discuss.
Game-wide things I am open to doing because they directly affect only the problem area:
- [revised] All non-super hits at 240+ Undizzy are automatically scaled to minimum damage. If you want to reset into meter use, I have no problem with that doing real damage. This also basically doesn't affect existing combos, since by the time you get to 240 Undizzy you're already at minimum scaling so the new rule would change nothing.
- Automatically move to Combo Stage 5 as soon as any hit is landed at Stage 2+ at 240+ Undizzy. So 2->5 or 3->5, even in the middle of a chain, thereby restricting you to exactly one unburstable chain including throws in that situation, minus jumpins.
- [revised] Minimum meter gain for the attacker and maximum meter gain for the victim when the victim is above 240 Undizzy.
Character-specific things I'm partially open to doing that do not just affect Undizzy:
- Band can't use his taunted supers in the same combo where he gains the taunt. Even as a Band player I actually wanted to do this before, and forgot. >.<
- A-Train can give Undizzy bursts when not chained into. Band is an exception in the game here, Buer/Excella/etc already do this.
- Pummel Horse can give Undizzy bursts when not chained into. This also turns out to be useful at max undizzy because it gives free damage and leads to Dynamo, thank you JDbbx.
- Canis Major Press, and EX, can give Undizzy bursts when not chained into. I am not sure this is possible to track without introducing hella bugs, though.
- Excellebella assist scales to minimum damage OR has a shorter animation that's still long enough for Val to get a vial off of but not long enough to taunt during, like just the slap. These sorta affect the problem, but they also reduce the opponent's annoyance in a bunch of situations. :^P I'm personally just for min scaling.
Things I'm NOT open to doing:
- Automatically granting a burst as soon as Undizzy reaches 240 no matter what. Nope.
- Ground-tech inputs > burst inputs. This would remove all existing "hard knockdown" burst bait setups, which are neat, and also doesn't really address the problem.
- Increasing HP from 15500 to 16700. This does solve the problem of dying, but it directly makes zoning worse which I don't want to do again, and affects all sorts of other things.
- All sliding knockdowns are techable once you're above 240. Note that this does not solve the problem in cases where sliding knockdowns are not used, and doesn't fix the problem when the knockdown is a burst bait anyway.
I'm also open to doing nothing.
Please vote, and respond with your opinion.
Any shitposts or derailing the discussion should expect some kind of ban. We don't have time for that junk now.
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