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

Actually thanks to worldjem7 I know why LP+HK does nothing.

In training mode, hitting LP+HK+Select resets the savestate and clears the dummy recordings.

Interesting! That’s a little faster than holding Select, I suppose.

I disagree with this. I enjoy performing long combos as much as anyone, but in a real match against a real human, I much more enjoy the actual fighting parts, i.e. footsies, hit-confirms, resets, mind games… that kind of thing. When the combos are too long, then whoever is being hit with the thing is basically a spectator until the reset happens. I’ll point out Arksys games (Guilty Gear / Blazblue) as a good combo length: you can show off a little, but typically you get a ground segment, an air segment, and then you’re playing again.

And you can get around the “X-sized team needs the extra damage of long combos” by fiddling around with the damage / proration / health, which they’ve done. Don’t get me wrong, I don’t mind the Sequel combos so much, I just mind that the combos that are in there are still really, really long for some characters. Mike Z. himself said the point of the IPS changes were so Skullgirls would be a 2-player game more often, or something to that effect.

I get where you’re coming from but you have to realize that giving characters the option to use long combos is the best way to prevent any team size from being the best. 3v1 teams have to be long and damaging to preserve the sense of balance. If X-sized team combo length is lowered due to damage increase/health decrease then the idea of other teams possibly standing a chance is thrown out the window for whichever team you make the alteration. If it’s done all across the board, the need for resets will disappear for characters/ character combinations who don’t need to rely on long combos.

The way it is now is very close to what most gamers hope for in terms of balance in teams and character selection. Equal size team combos will be significantly shorter and so forth as the gap closes and widens.

That’s the thing. What is the reason for Trios? You don’t pick it for damage/combos, you pick it for the assists. The coverage and protection and variety and funky properties that only come with three characters and the ability to pick any assist. If you want damage but still want assists, you go to Duos. If you want to do damage and don’t care about coverage, you go to Solos.

Making more moves cause OTG would probably work, it could make things shorter for everyone.

Some characters just have really long combos strings. It’s their thing, and not everybody does it so what’s the problem? IIRC, the characters with the longest strings (Pain Wheel, Val) have the worst defensive options in the game, even worse than Peacock who at least has meter-less defensive threats on the ground. The nerfs to grab damage alone makes resets more important now than they used to be. I mean, are there any characters with “long”, meter-less, non-corner combos besides Pain Wheel and Valentine? That’s 2/8, lol.

No patch still? Lol back to guilty gear

The assists allow for DHCs, which lead to more damage.

The reason you go for solos or duos is not more damage. It’s more damage for less execution. If you have the execution, you can have more people so your combos can do more damage.

Regardless, it’s still more effective to do shorter combos and go for resets. You trade in the risk of dropping the combo or giving the opponent more meter for the risk of them correctly avoiding the reset.

You also risk them mashing out of your resets, though, and that can completely flip momentum.

Which is why you can just bait them.

People try to bait my reversals all the time. It’s always a risk to mash as it is to reset.

Anyways, like I said long combos will always happen. But they don’t really happen as often because it’s more advantageous to go for a reset.

For example, I could theoretically kill as a solo a duo with two meter start. But in doing so, the opponent gets three or more meters, giving the next person the edge in meter (not to mention the timing and execution required for hitting the edge/sneeze cancel and correctly time the followup). Instead, I usually go for one or two resets, or for a combo that won’t kill just to keep the opponent’s meter in check.

Now… if you’re talking about 1v1 or it being the last opponent, they’re dying if I can help it. But ONE dropped input and I will eat a reversal to the face and will probably lose a chunk of life, the momentum of the match and possibly the match itself. It’s still a risk to do. You’re trading one risk for another.

Really gotta take a second to appreciate how much thought went into balancing this game. The combos only look so bad because dem Jugz look so good. People who got upset by the by the Palicoaster would have been just as freaked out by hurricane Guitalex. The more you understand about anything, the less frightening it becomes. Valentine’s orange vials will cause just as much horror when they get into play more.

In anycase, happy holidays SRK peeps. There’s this pretty awesome game on psn and xboxlive called Skullgirls if you’re looking for last minute gifts. :wink:

Ravi was saying that there’ll be no patch this year. Sorry =[

Which means the fighting genre is in real peril lol. Nobody wants to understand shit. They watch someone like Pali or Guitalex and act like every other person who plays the game will do the same. That reminds me… I gotta friend Pali and Guitalex. No better way to train than throwing yourself right into the fire itself.

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Wow long dumb combos, can’t believe they didn’t patch this out…

I mean everyone is doing this, thats why chun-li is overpowered.

LOL

Just because Pali LIKES doing long combos doesn’t mean the game revolves around that, or that it’s the best option. He’d just rather not deal with the character correctly predicting a reset and would rather just deal with it if he can.

You can do that if you’re confident in your neutral game, because then the extra meter you give the opponent doesn’t seem so bad.

Yep, a long combo has cons too, just like any other choice. Effective meter management is gonna be more important than straight execution at the end of the day, looking at how meter gain works during extended strings and how important it is in general. Also, I want to see Valentine resets using the orange vial; that looks like some potential bullshit, lol.

Yes, then we can have netplay rage offline. lol

you probably are better off checking back in 2-3 weeks, if not later

maaaaaan i havent played this game in like a month. dont know what ill do if the patch doesnt come in january.

Quit and focus on something else?