And now I learn not to try to respond to shit on my android.
I’ve noticed people have been taking a negative approach to our match, like long combos happen all the time or something. Imo it doesn’t make for bad gameplay at all, also most people don’t go for long strings.
It’s not so much that long combos are happening all the time now. It’s more like the match showed what the game might evolve (devolve??) to in the future. Some people just don’t like playing games where you might end up sitting in your chair for a full minute waiting for your character to die so you can play again. I mean, wasn’t avoiding that one of the points of patching the game from the get-go?
Edit: As a Valentine player I’m not complaining about long TOD combos at all. I can see how some people might be turned off by it though.
Is this normal? LP+HK doesn’t seem to be producing an assist call for me. In fact… it doesn’t seem to be doing anything. I have the input display on, so I’m sure it isn’t my controller. I’d expect my character to at least jab or something (like if you press two kicks). Is this affecting anyone else?
LP+HK doesn’t do anything in normal play.
In Training Mode if you hit LP+HK+SELECT it will erase/reset the savestate or dummy recording (you can also just hold SELECT to do this).
To get the assist, it’s LK+HP.
I see. I was under the impression that both LP+HK *and *LK+HP were supposed to produce Assist 1. I just put the finishing touches on my Hitbox, so it never occurred to me to try it 'til now.
LK+HP is no Assist input either?! :looney: The direct diagonals are (LK+MP, LP+MK).
But yes pressing LP+HK should do either LP or HK depending on which priority system SG uses. Nothing at all seems… strange.
Mike Z. added the long diagonal(s) in the patch for the pad players. Currently LK+HP produces Assist 1, and I was pretty sure LP+HK was also supposed to produce Assist 1 from the patch notes.
Skullgirls’s priority seems really weird. Typically lights have priority over mediums and heavies, except in some odd cases involving chains (pressing LK LK+MK or MK MK+HK with Parasoul will get you LK MK or MK HK, respectively). Any button combinations with a function assigned to them will result in the point character doing nothing when pressed, even in situations like during super-jump when ensembles and tags are disabled. This implies to me that LP+HK should have a function that isn’t currently implemented.
that was how i understood it as well, (and in fact i know there have been quotes by Mike Z stating this too) but that seems to have been conveniently forgotten about.
fix: Make teams have less hitstun. if duos had 1-2 frames less than solos, and trios had 1-2 less than duos, then long ass combos only possible on teams would disappear. Maybe universal frames, maybe certain moves only (ex. Trio bella loses 3 frames on j.hk, but only 1 on j.mp), but I think that would fix it. Chains wouldn’t be affected of course, and neither would blockstun or stagger, but it would force more of your combos to start with lights. With this, you could then lower the health and damage on solos to even it out.
Pretty sure the point was to avoid long ass combos that are doing very little damage in the later portion of the sequence. I remember asking specifically if DHC combos were being removed and Mike Z said no, he has no problem with TOD costing a lot of meter to perform. The Double Oroboros is a special case because:
- The heads don’t trigger IPS, so you can just spam the heads before the actual combo, hence longer combos that do little damage in the later half.
- You would have to be pretty dumb to activate a second Oroboros, given how hard the initial super scales the combo. That initial Oroboros is like a prime reset area if I’ve ever seen one. But, that would also add to the time.
Also, that combo had Pain Wheel as the first DHC…Pain Wheel probably has the longest combos in the game. So, doubt 40+ second combos are going to be the norm for most teams. And if you’re getting tagged by something like that and you have a second character, look at your meter. Chances are you now have 5 meters vs your opponent’s 0 or 1.
Noooooooo.
First off the effects of this “nerf” would range from not effecting some characters at all to drastically hurting some based of how tight their links already were. It’s a totally unfocused plan. Also wouldn’t this variable hitstun defeat the purpose of avoiding hitstun deterioration? Who wants to learn combos for every matchup AND every team size you put your character in? It would deter people from changing up their teams by adding a large extra unnessesary information requirement.
I play solo and I don’t think that’s a good idea.
Here’s the deal. If you’re doing less damage and have less health, I think it’s fair to have more options. Especially because you’ll NEED long combos as a trio to do any damage whatsoever.
So basically, the nerf would make duos be more powerful than trios, when currently trios are the best option against duos. That, and solos could do the same combos that already kill trios with meter positive options, but trios would be even more screwed there.
So in the end Solos and Duos would be the only two viable options. So let’s not lol
In reality, only LK+HP is assist 1, because LP+HK is not needed for assist 2. Pad players have zero problems calling assist 2.
Assist 2 is still MK+HP, so it’s a face button and a shoulder. Assist 1 used to be two face buttons that were diagonally opposed to each other, a pretty big no-no for pad players. So now assist 1 still uses HP, but LK with it to differentiate.
There’s a chance that it was originally planned to also include LP+HK as assist 2 but it may have been removed because of this reason.
I double-checked the patch notes, and indeed, LK+HP was the only shortcut added. I was thinking that since all the assist combos came in pairs, that this one was the same. LP+HK doing nothing at all is just a curiosity, I reckon.
Option suggested out of boredom. Would definitely fix problem of combo length… but wasn’t ser-ser.
The only good way to fix combo length would be to tweak each character’s combo toolset, really. It’s not like everyone has super long combos (at least not the girls I play…), so a global change would just add confusion across the board. The only ones I really have to sleep through are Valentine and Painwheel.
People who complain about long combos are just mad they can’t do them. I’ve never been a hater.
I dislike that the game has long combos, not because of my inability to learn three combos in sequence (I haven’t devoted any time to any other character in training mode because I don’t like any character but Cerebella) but because the promise of this game was something different when I first bought it. A reset-focused game, I thought, wouldn’t have 50-second combos even possible. However… that may have simply been a misunderstanding on my part. Something I misread, or something apparent to everyone else, but one thing is clear: If the developer doesn’t hate them, then they stay. Opinions on a major aspect of the game that the Developer doesn’t agree with are invalid. So… if Mike was gonna change them next patch, good, if not, you knew what it was.
The only people I can see having negative feelings about the long combos are people that simply don’t understand the way the game works.
Seriously. This need is amplified when you remember a solo combo on any 3-tier team is insane.