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Skullgirls PC Beta Updates Discussion

Holy shit, make a new thread to talk about the stages and random select.
Change to Random Select is a Beta Change. People are talking about the best way to not remove the stage for people who like it and get rid of it for people who don't. I don't see how this discussion is not On Topic. At the very least, I don't see how this is any worse than most of the tangent discussions that happen in this thread.
 
Teleport mixup is not slow. LOL. You have to actually mix it up by NOT always crossing up. And the crossup itself is as fast as 1 frame difference between needing to block regular or crossup.
 
I don't think the instant drop looks bad off of the sniper super, and if it's for balance than that should come first.
 
Change to Random Select is a Beta Change. People are talking about the best way to not remove the stage for people who like it and get rid of it for people who don't. I don't see how this discussion is not On Topic. At the very least, I don't see how this is any worse than most of the tangent discussions that happen in this thread.

http://skullgirls.com/forums/index.php?threads/random-stage-select-thread.6575/

There's the thread for it.

It's getting so much discussion and people are making suggesting or request more stuff to be removed from random stage select. It deserves it's own thread since it's so divisive for whatever reason.
 
It's getting so much discussion and people are making suggesting or request more stuff to be removed from random stage select. It deserves it's own thread since it's so divisive for whatever reason.
Can we change the Beta Updates Discussion Thread to Beta Gameplay Updates Discussion Thread then, so that stuff like this doesn't happen anymore? Cause there've been other topics that are discussed so at length that they could get their own threads in here (with people suggesting alterations to the change and their own change included), but they don't. So I can only assume that this one was removed cause it wasn't gameplay related, and if that's the case then the title should be clearer as to what is and isn't okay to talk about in here.
 
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Are we going to sit here and say HP LnL teleport isn't really good, because even if it does have checks, its really good.
 
Not good enough to warrant a nerf imo, but yeah, its pretty good
 
I mean, if the mixup sucks then why are peacock players doing it like 50 times in a match?
I don't know about the other 2 Peacock players that I can think of that use teleport + assist, but I mainly use it a lot because I can do the slowest, most obvious attempt at H teleport cross up against most players and they just do nothing about it. They let me use it over and over as they just crouch there taking the mixup.

Against players who know the matchup and mixup well enough, it's mostly used as just a means of moving about and keeping my foe on their toes, also positioning. However I believe it's a bad habit, as my Cerebella racks up a lot of damage on herself against the likes of Sage or SF and I don't really get anything off of if versus them.

I recall back when Ciscokid still played, all he did was H hornet bomber assist + H teleport when he wanted to approach. Once I learned how to deal with it, he became pretty easy to beat. That mixup ended up hurting him more than helping. And sometimes I feel it's the same for me against Sage or SF lol. So yes it is a good option, but you can't just throw it out hap-hazardously. So with that said I honestly feel the nerf isn't needed in the first place and that other non-Lock N loaders should be able to use the mixup too.
 
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Not good enough to warrant a nerf imo, but yeah, its pretty good
It's not too good IMO, but it can make the difference between getting pinned to a corner and getting behind the opponent and have all that extra revenue to work with.
 
I'm pretty sure I've seen Peacock do teleport lnl and did jump back j.hk and got a happy birthday once.
 
A bit late to the KK dash/pushblock party, but still, I too would like to express my sadness caused by its removal.

As a xbox360 pad user and Peacock player I use a PPP macro for dashing, which also means I don't really do (air)dash->punch as I often don't release the PPP macro in time, causing the game to not register my subsequent punch. Some initial tests in beta made me feel a world of possibilities opened for me with for KK (air)dash ->punch for Peacock, as well as Beowulf KK hop->j.punch. It's a shame to see that go away.
 
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Why are you using all 3 punches as a macro instead of just 2 punches?
 
So I can dash/pushblock/super no matter which SoID I'm holding.
 
I thought the problem with LNL Teleport was that it lead to around 11k on hit.
 
I thought the problem with LNL Teleport was that it lead to around 11k on hit.
Umm maybe in retail with 2 bars and against a trio team with that 1.3 damage multiplier.
 
For Eliza, after her level 1 super, can Sekmet come back to her automatically or fall faster? I feel like the opponent in corner recovers fast enough to punish me if red bounce is already used.
 
Can we change the Beta Updates Discussion Thread to Beta Gameplay Updates Discussion Thread then, so that stuff like this doesn't happen anymore? Cause there've been other topics that are discussed so at length that they could get their own threads in here (with people suggesting alterations to the change and their own change included), but they don't. So I can only assume that this one was removed cause it wasn't gameplay related, and if that's the case then the title should be clearer as to what is and isn't okay to talk about in here.

People already did threads for topics they wanted to go way more indepth for (proposed solo changes and Beta Val Thread and every DLC Character).

It's not because "it wasn't really gameplay", it was a lot of obnoxious remarks (check the thread).
 
For Eliza, after her level 1 super, can Sekmet come back to her automatically or fall faster? I feel like the opponent in corner recovers fast enough to punish me if red bounce is already used.
I still have no idea why you guys are using Lady of Slaughter if it won't kill when you can just do this instead
*note all of these are hitting as crossups
 
I still have no idea why you guys are using Lady of Slaughter if it won't kill when you can just do this instead
Because if a full s.HPx3 into full HK twirl into Lady of Slaughter won't kill, this sure as hell won't either.

Oki setups are nice to know, though. But they are beat by the same methods as normal wakeups and have the same risks (the example on the video is a crossup that is starts up on the same side, crosses up only for a brief window but on wakeup during the reversal window they hadn't been crossed up).

So, go for non-kill with super, end with hyper armor for their wakeup if desired, or end in less damaging super but have a few more options? Most of the time option one is preferable.

To end the match, go for damage. Give them the least window of opportunity to win, even if it means finishing the combo and returning to the neutral as opposed to giving them a possible way out with less damage dealt. If the match is nowhere near over, you can still take these risks.
 
Finishing that combo with HK Twirl into Lady of Slaughter is only like a 300 damage difference. Finishing with the air super, especially when backed by an assist, makes this pretty clearly the best option. You can jump on top of the opponent and let the assist help you do the mixup while keeping you safe from a vast majority of the reversals in the game. You can make them pretty ambiguous as to what side you are on so their reversal attempt comes out as an incorrect input as well.

Obviously if you are going for a kill, do Lady of Slaughter. When you reach the end of your combo and you haven't reset already and you are dead-set on spending meter for more damage that won't kill, you might as well go for the hard knockdown with the slightly less damage.
 
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any chance i can get frame data for player 2 in training mode?
Any chance of colored gold squares to show which frames have armor too?
@Mike_Z
@Mike_Z not sure if you saw these suggestions but i liked them alot and i don't remember you responding either way about them. i think it would be great if you implemented these ideas if it wouldn't be too difficult

also dive of horus assist covers up the point character throughout the active frames. since assists aren't really supposed to do that thought i should tell you this
 
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He's sort of on Vacation from the site and doesn't browse it frequently.
He'll probably see it when he checks it back eventually.
 
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Today's patch notes aren't very complicated. Mostly its about how the graphics renderer was rewritten. Mike also says "If you notice the game running better, or worse, new graphical issues, or graphical issues that are fixed, please leave a comment!"

Anyway, I went to check and I noticed that this graphics glitch that I've had since SG vanilla is still in the game. Ok its not new, but I figure its good to note that its still there after the patch.

Lines on sprite afterimages:
these lines only seem to show up during certain moves, specifically supers which have afterimage effects on them.

i have anti-aliasing forced off and the newest drivers installed so i'm not really sure what causes them. i have an nvidia card if that helps.
pw-sprite.jpg
 
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For what's it worth, I have that glitch as well. I know the solution in theory is "disable anti-aliasing in your graphics card settings", it's what I tell when someone has constant lines on their characters like this, they do so, problem fixed.

But while I never had artifacts as severe as the one of that Fortune pic, I do have these small unintrusive lines during supers, identical to the ones in Zazz's Painwheel pic above me. I had them since day 1 on PC, turning off anti-aliasing didn't take it away, nor did the new renderer change. But neither did it worsen the problem, so that's that.
 
A bit late but:
Massively rewrote part of the renderer and changed some art storage to hopefully address some slowdown on consoles and help the Vita. If you notice the game running better, or worse, new graphical issues, or graphical issues that are fixed, please leave a comment!
I really hope all the comments are "I notice it running better, or at least not running worse".

Beowulf
- AI update! He has some! Check it out.
- Many more colored frames!

That's it, the renderer took a long time. :^P
http://steamcommunity.com/games/208610/announcements/detail/204119527240112392
 
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Today's patch notes aren't very complicated. Mostly its about how the graphics renderer was rewritten. Mike also says "If you notice the game running better, or worse, new graphical issues, or graphical issues that are fixed, please leave a comment!"

Anyway, I went to check and I noticed that this graphics glitch that I've had since SG vanilla is still in the game. Ok its not new, but I figure its good to note that its still there after the patch.

Yeah I've been getting those since day 1. They're kind of annoying but they only pop up during specific super moves like Dynamo and Showstopper.
 
Some input about the health buff for all the cast + damage nerf on cerecopter :
ToDs still exists for solobella, but are indeed rarer.
I tried to find as many ToDs for bella 1v3, using 2 bars, with a c.lk starter, no jump in, no counter hit.


• midscreen, universal :
c.lk c.mp s.hp kanchou
c.mk
j.mp j.hk
s.hp pummel horse
c.mp s.hp run stop
s.lpx2 s.hk copter dynamo
(lights) c.lk c.mp titan knuckle copter dynamo --> 15593 damage
(mediums and double) s.lk c.mk titan knuckle copter dynamo
(big band) s.lk s.mp titan knuckle excellebella dynamo

• midscreen, all lights :
c.lk c.mp s.hp kanchou
devil horns
c.mk
j.mp j.hk
s.hp pummel horse
(corner carry) c.mp s.hp run stop
s.lpx2 s.hk dynamo
c.lk c.mp titan knuckle copter dynamo --> 15601
(damage) c.mp s.hp copter dynamo
c.lk c.mp titan knuckle copter dynamo --> 15783

• corner, all lights :
c.lk c.mp c.hp
j.hp
c.mk kanchou
s.mp kanchou (c.mp may be needed for some chars, but it will kill anyway)
excellebella dynamo
titan knuckle devil horns
s.lk c.mk devil horns
s.lpx2 s.mp s.hk copter dynamo --> 15839

• 2nd combo corner, all lights :
c.lk c.mp c.hp
j.hp
c.mk kanchou
devil horns
j.mp j.hk
s.hp pummel horse
s.mp copter dynamo
s.lk c.mp titan knuckle copter dynamo --> 15509

• corner, eliza specific :
c.lk c.mp c.hp
double jump j.hp
c.mk kanchou
c.mp titan knuckle kanchou (please excuse my swag)
excellebella dynamo
s.lk c.mk
j.mp j.mk
s.lpx2 c.mk titan knuckle copter dynamo --> 15598

• corner, beowulf specific : (recorded in the latest version of the beta, so it works with his current hurtboxes)
c.lk c.mp c.hp devil horns
c.mk devil horns
excellebella dynamo
s.mp c.hp devil horns
s.lk c.mk devil horns
j.lpx4 j.hp (one less hit of j.lp and it won't kill)
s.lpx2 c.mk titan knuckle copter dynamo --> 15510

Last combo is only there to give a background for the text, please disregard.

• best damage I got on parasoul in the corner : 15350
c.lk c.mp s.hp run stop
c.mk kanchou (oh boy that shit is hard)
s.hk (one hit) kanchou
excellebella dynamo
c.mp c.hp devil horns
s.lk c.mk devil horns
s.lpx2 c.mk titan knuckle copter dynamo

• best damage I got on cerebella : 15250
c.lk c.mp c.hp
j.mp j.hk
c.mk kanchou
c.mp kanchou
excellebella dynamo
c.lk c.mk titan knuckle devil horns
s.lpx1 c.mk titan knuckle excellebella dynamo

• best damage I got on double : 14939
c.lk c.mp c.hp
j.mp j.hk
s.hp run stop
s.mk s.hp pummel horse
s.lk c.mk titan knuckle copter dynamo
s.lpx2 c.mk titan knuckle copter dynamo
Considering how hard I tried and how optimised my attempts are, I don't think ToD's exist for bella/parasoul/double/big band in the corner.

These changes didn't change much things to me, sure is nice for my opponent that one c.lk doesn't mean he loses a character automatically, but except that, not much changed.


Buuuut 40% of the stage is still a death zone for all the cast, number going up to 80% for lights, or 90% if the solobella knows the way of the reliable c.hp j.hp c.mk link.
@Mike_Z
 
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The render fix thing seems to have helped me.

Also, what about having different coloured icons for P1/P2 assist and "out-of-view" icons?
 
As a general "oh that'd be neat" sort of thing I was thinking for Beowulf, I was wondering if he would be getting a specific/different sound effect for when one of his throws hits a placed chair? (it does do more damage after all)

big band has some metallic sounding hit impacts that could be reused. or maybe the special wall smash noise from fukua's lvl3?
 
Yeah hitting the chair with a throw seems like a really cool mechanic it would be nice if it had more impact, visually and gameplay wise.
 
Really don't like the health increase.

Had a lot of timeouts last night and I don't think the way we were playing warranted it. We just safely got characters out much more than we would have in the past and the red life recovery was giving us pretty absurd survival times.
 
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Really don't like the health increase.

Had a lot of timeouts last night and I don't think the way we were playing warranted it. We just safely got characters out much more than we would have in the past and the red life recovery was giving us pretty absurd survival times.
Sounds like what would happen if you were doing stock combos/resets that you know are just enough to kill and then ending in super without any kind of setup, regardless of health being higher

I hardly notice it, but I do like what it does to stock optimized stuff and (should be doing to) 1v3 tod's, so you bet I'd like it to stay
That or revert it and slightly reduce combo damage instead, having essentially the same effect while making stray hits and pokes a bit more relatively significant
 
I haven't had any timeouts or had any noticeable difference in match lengths.
 
Sounds like what would happen if you were doing stock combos/resets that you know are just enough to kill and then ending in super without any kind of setup, regardless of health being higher

I hardly notice it, but I do like what it does to stock optimized stuff and (should be doing to) 1v3 tod's, so you bet I'd like it to stay
That or revert it and slightly reduce combo damage instead, having essentially the same effect while making stray hits and pokes a bit more relatively significant
I'm all for making poke damage more significant.

It wasn't all optimised setups (although burst 50/50s are now more difficult to kill from/require more meter), there is just more health meaning more chances for characters to live and get out to recover life.

(EDIT: I'm dumb, ignore this)
Also, this change makes poke damage LESS significant, not more. I don't really understand that comment in this context. I would like a change that would make poke damage more significant though.
 
I think damage scaling isn't high enough but that's just me.
 
Honestly I also think damage scaling should go to a lower minimum. And decay faster.
 
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High damage scaling means moves degrade faster right?