Mainly because of the combo length, but also because it's even easier to keep track of in my head than undizzy. This is especially important when counterhits and vials adjust the maximum combo length.
yes, it clearly is haha.
If the question is "Do we stay at SQG combo length, or do we put this in", then I'm on your side.
How should Filia doing [s.HP > j.HP xx AD, j.LP j.HK] influence her doing [c.MP > j.LP xx Hairball]? That's in no way a loop.
Aside from the fact of it *NOT* being "exactly the same as it used to be", can you give me proof for this choice not existing anymore?
Oh wow, okay. Didn't think there'd be a new experiment a day later.@Zidiane That's from yesterday? Today is just 5 Chains max.
Sorry. Meant repeated loop. Like, doing c.hp, j.hp, s.lk, c.hp, j.mk, j.hp, s.lp, c.hp, j.lk, j.mk, j.hp, that's the kind of repetitive loops that Mike seemed to want less of. And I don't see how doing a runstop should have anything to do with that. And if your example of Filia's two different launchers is something that should be lessened, then Bella wouild have to choose each combo between c.mk, j.mp, j.hk and c.hp, j.lp mash, j.hp. And that makes no sense.
People will do as much damage as they can, won't they? If they aren't going to go for a reset, they'll do as much damage as they can. If they're going to go for a reset, it's smart to do it before Undizzy starts to build so that your followup combo can do more damage. I don't know what you want me to explain. All this change looks like it'll do will change people's bnbs a little. Or... the change from yesterday.
Uh, I guess my post wasn't really clear, sorry.Sorry. Meant repeated loop. Like, doing c.hp, j.hp, s.lk, c.hp, j.mk, j.hp, s.lp, c.hp, j.lk, j.mk, j.hp, that's the kind of repetitive loops that Mike seemed to want less of. And I don't see how doing a runstop should have anything to do with that. And if your example of Filia's two different launchers is something that should be lessened, then Bella wouild have to choose each combo between c.mk, j.mp, j.hk and c.hp, j.lp mash, j.hp. And that makes no sense.
"Now the people who want decent damage without a reset won't have the choice of going for something a little easier but less damaging."
In the way it was implemented? Yes. (See also: http://skullgirls.com/forums/index.php?threads/possible-new-ips.716/page-17#post-23465 )
Mike Z, what do you think of the changes to the combo system in Under Night In-Birth EXE Late? I know the game isn't out yet, but it has reduced combo length, compared to Vanilla version. Most of the Arcade matches for the game have combos that are like 15-20 hits on average. Would you apply a similar system like that to IPS?I hope you're kidding. A system that invalidates your combo if you WALK for an extra few frames somewhere, or if you do a chain slower? No thanks. It was bad in CT, it's bad in CP. And I don't mean inelegant, I mean BAD, as in, does not solve the initial problem in an approachable way for all characters, or indeed sometimes doesn't solve it at all, and introduces extra problems in addition to being completely opaque to the player. Time- and damage-related limiting systems both have the same shortcoming - they don't care what you did in your combo in any way, so character differences and execution differences have disproportionate effects.
(Chain-related, while not elegant at all, at least takes into account what you're doing.)
I guess I misunderstood the meaning of the change, I thought it was targeting loops specifically. Combo shortening works. Still don't like it, though :p
I don't know about other characters, but for bella it seems like there's going to be one or two optimal ways to start combos, and then to avoid activating the extra Undizzy there's only so many ways to continue from that. I didn't get super in depth so I could be missing something (and the builds gone, so I don't feel like writing everything down), but it looked like the difference between doing "optimal combo" and "something not optimal" was like 3.5k. We're testing the next thing, so I'm not sure what Mike's opinion on the extra undizzy is, but I wanted to let my feelings about it be known.
I don't know how anything could be implemented yet, so I'm just going to test stuff on new builds when they come out. I'll leave the future speculating to you guys for now.In the way it was implemented? Yes. (See also: http://skullgirls.com/forums/index.php?threads/possible-new-ips.716/page-17#post-23465 )
In the way it /could be/ implemented - Eg lower Undizzy limit, earlier Undizzy bursting, slower deterioration, stuff? No, it will make them a good batch shorter (without really attacking creativity).
These are all experiments to see what changes, if any, should be implemented in the real game based on what people like and what is good for the game's future. None of these changes are set in stone, just experiments.
With pw the most im able to get out of this chain limit midscreen is about 6950:
Cr.lk,cr.mk,cr.hp (unfly otg) cr.mk,st.hk,j.lp,j.lk,j.mk,j.hp (land) st.lk,cr.mk,st.hp xx lp stinger, st.lp,cr.lk,cr.mp,F+hk (4) lk buer xx deathcrawl.
Just in case anyone wants to beat it or try midscreen for 1 meter and no assist extensions?
@Darklightjg1
People keep track of a single move CH in SF4 to do different links, I think it's possible in SG with the flash and everything.