(11/20 PSN!) SG: Slightly Different Edition patch notes

And there’s more where that came from.

Parasol’s fault, clearly.

Thats dumb, i can say the same shit about pre-patch double and parasoul. Whos fault is it you’re eating this 100% combo and invincible assist?

The fault lies on the person getting hit.
You’re not good enough to deal with some stuff (speaking in general here).
That’s something that everyone who plays competitively will have to deal with.
No game is perfect or without flaws, it is up to the players to learn how to deal or counter stuff.
It is part of the game, there is no one to blame but yourself.
You can blame whoever/whatever you want but ultimately it is your hands on the stick, and it is your understanding of the mechanics (both individual and how they interact with everything else), as well as your ability to execute said knowledge/techniques that will ultimate lead you to victory or defeat.

Hmm… I still don’t know which resets you’re talking about. Dashing under with c.lk is a reset, but I don’t think the recovery on c.lk is long enough for the opponent to mash out anything. And doesn’t parasoul have a soldier call for the riskier resets? I don’t know which specific moves are so dangerous to use.

My tier list

  1. Parasoul
  2. Painwheel
  3. Double
  4. Peacock
  5. Filia
  6. Valentine
  7. fortune
  8. bella

And I bet you none of you will agree which is why I think this makes the game GODLIKE. So many different opinions

That is absolutely amazing. Thanks for posting that.

@Mike_Z, thank you for adding that to the game. Ever since the injury I’ve noticed that I’m unable to “see” mixups properly, and having actually tested myself, discovered that my reflexes are 100ms slower post-injury (giving myself an inherent six frames of visual lag), but this covers that weakness wonderfully.

Also, @mylifeisanrpg: This needs on the front page. Like, seriously.

Also also, please just put Pali on ignore, everyone. It’ll make your lives easier.

edit:

I don’t agree, but I can certainly understand how people could reach the conclusions you did.

Screw you! Bella Hater! Haters gonna hate. :stuck_out_tongue:

Also, haven’t I seen this post somewhere?

The game is out for a week or something. The amount of games where you could call a definite tierlist 1 week in is rather small.

Going based off of chocolate and “in my head” calculations. Also, just MY opinion, it doesn’t have to be agreed by anyone. You can post yours too

Yep. Just not in here. This is the patch thread. :stuck_out_tongue:

Here’s the tier list thread.

oops, subscribed to so many skullgirls threads, forgot which one im posting in

I followed the rules!

Also, are we allowed to know what kind of changes were made to make the next character work? Would we understand it?

oh god pali whining like a little bitch makes every molecule in my body the happiest schmuck on the face of this planet

There should be a Friday night fight video of Pali vs. mike Z. Pali picks the teams for himself and mike z. All proceeds go to lab zero.

Edit: 1st to 5 wins

who is Pali and what does he do?

/arnold

IPS Stage 4 is so silly :frowning:
c.MP xx SJ > j.MK(1) xx H.ABall xx AD > j.MK(1) > j.HK works
c.MP xx SJ > j.LK xx H.ABall xx AD > j.LK > j.HK triggers IPS at the 2nd j.LK
So random :shake: What’s that there for

E: Extrasilly:
c.MP xx SJ > j.LK xx H.ABall xx AD > j.LK > j.HK actually works if one does the first j.LK high enough

E: Okaaay apparently it even enters stage 5. Because opponent bounces off the ground again or something. Meh.

This is very true, which is why you just pick what wins. Although i’ve been very very loyal to a certain character she just doesn’t cut the mustard anymore, ty for this post i now see the light.

It matters alot if you get hit, everyone gets hit eventually. And the character that can make it count is always going to be better most of the time, reset is a 50/50 chance a full damage kill combo is about a 100% chance.

@everyone, I’m surprised to see this be as non-personally-insulting as it has been. Gold star, or at least silver star!

@pali - if Filia does air super high enough to MISS standing Parasoul and you’re slow to react you can punish with F+HP to sniper or whatever else. If she does it high enough to miss crouching Parasoul you can punish with dash in whatever-you-want (even cr.HP) as soon as she passes over your head. If she does it low enough to block (stand or crouch) you can pushblock the first hit and use pushblock guard cancel to punish…or for any of these you can just start charging Down during the superflash and do a Napalm Pillar when the flash is over to hit her for free even without having had a charge beforehand. Or you can call an assist+block after the super flash, depending on your assist.

And it’s not Parasoul’s fault that you didn’t bother to figure any of this out. (There’s a pretty robust training mode in this game, I hear.)

Your air combo is over as soon as you land or the opponent lands. Stage 4 is just an indicator that they have landed but you have not yet landed, to allow you to finish your chain if you were doing one. An example would be Filia’s j.MK hitting with them low to the ground so they land between the hits - in a very early build Keits pointed out that it triggered IPS within the same move, so stage 4 prevents that. An airdash is neutral (ends your chain) so using j.LK in stage 3 and again in stage 5 (after they land and you airdash) = IPS.

Because you and they both didn’t land before the next one.