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

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i wont lie, its a definate possibility. unlikely, but still possible. gonna take a serious look at darkstalkers once its released on XBL.

Or just play without the patch. :stuck_out_tongue:

Regardless of whether long combos are overpowered or not, they’re still widely considered to be boring. Mike Z said himself in an interview that he wanted the game to be heavier on resets because players prefer to be playing the game as opposed to waiting for a combo to end so they can start playing again.

I actually disagree with both points. This game has some very powerful options that require good execution, and I can totally see serious players gravitating towards them over time. It happened to MVC2. It happened to CVS2. It happened to ST. It’s happening to UMVC3. It’ll happen to SG too. Overall strategy and domination over the neutral game will still be most important, but raw execution trumps meter management every time.

Also, as a Valentine player, I don’t see the orange vial being a very big deal at all. It’s hard to hit the opponent with it in the neutral and when I get an opening for a combo I would much rather TOD with green/purple vial rather than mess around with orange. If there’s some new tech that makes it easy to hit with orange vial in the neutral, though, it’d be a huge deal.

Killing a character matters more than your opponent getting an extra meter or two.

If you don’t like long combos try not to get hit, you’re the one on the stick/controller blame yourself.

Don’t get touched, homie.

I agree with this, especially in shit like CvS 2 with A-Groove, or get hit with anyone with 100 meter in gg.

That would work if people played, but pre-patch xbl SG is pretty much gone now.

Everyone gets hit when they play, so you’re really just telling them not to play the game. If that was you’re intention, congratulations. Based on these stats, around 90% of the fighting game community is following your suggestion.

Seriously, I’m kinda bewildered at your reaction to what people thought about that match. Your 58-second exhibition basically showed people that the game still has the same old long-ass combos and Double domination that the patch was supposed to get rid of. In fact it made the patch seem pointless for a lot of people. Filia players appreciate the buffs, and Euro players are doubtless happy that their netplay actually works now, but for the rest of the world the game was essentially unchanged. Not even a “slightly different” edition. More like a “pretty much the same” edition.

Now I like long combos. I thought your combo was really cool. My old green vial loops also took forever to finish, and I miss doing them. I don’t even actually think that Mike needed to change IPS at all. But saying that your combo was the exception to the norm is like saying that Marlinpie’s Doom swag was the exception to the norm -> It was the exception when it came out, but it showed people where the game was headed. I don’t think that pretending otherwise is helping the situation any. The game has long combos, and it’s off-putting to a lot of people. Instead of lying to people who don’t like long combos to try and get them to play, we should just look for the people who do like them and let them know Skullgirls exists.

Let’s assign the blame correctly. The players are to blame for getting hit. The game is to blame for allowing one hit to lead to death, and for that death to take almost a minute before it’s finally done.

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what this guy said.

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what this guy said.

If people are really that disappointed by the combo system still allowing you to kill people…I say the best thing to do is just add in some type of burst system. I don’t wanna see combo creativity blown up just to make the game more reset heavy. MVC2 was able to have very creative, interesting looking combos while only having specific characters be able to TOD off every touch or with enough meter.

I mean this was made by the same guy who loves playing Killer Instinct 1 and MVC2, the game should have that type of combo inspiration attached to it. I’m not really trying to see the game’s combos go straight Melty Blood just to give more chances to live…

Besides…if they were to nerf the shit out of the combos…then people would just complain that the restand mix ups and resets are retarded and how low/throws are so difficult to see unless you’ve been playing the game a long time etc. Overall the game is still a very old school game where you’re not really going to get much choice but to do good shit before someone does good shit to you.

Not sure what this is about. MVC2 had four characters, and they could all TOD.

The difference is participation. Mix-ups and resets are hard to block, but you could work on blocking them. Low/throws are hard to see, but you can work on seeing them. You can’t work on having your opponent drop a combo. It’s rough when a game puts you in a situation where you have to do something difficult to win, but that’s better than putting you in a situation where nothing you do matters and you have to spend the rest of the match hoping your opponent fucks up so you can play again.

Those characters TODing required a lot more meter resource than what’s happening in Skullgirls for the most part. Plus there’s was only so many hits you could add to a combo before the opponent could mash out of it. Usually by the time you do a combo as long as some of the ones in Skullgirls in MVC2…you can mash out of them.

With all of the oppressive situations that can happen in this game on a mix up any way, usually the best you get is a chance to block and try to tech more shit. Which again…making the combo system less fun and messing with the spirit of the game just to force people to do more mix ups that people are going to whine about any ways…I’m not feeling that. Especially with how you can start a mix up easily off basically every single hit in a combo, there’s easily going to be 100 percent mix ups that save more meter and still have people whining any way. Plus the person who did the 100 percent mix up now has more meter than if they just finished the combo.

I don’t really see a way to fix the combo system so that the combos are still in line with what I feel makes the game feel old school and creative in its combo system without adding some type of “get me out of this combo” mechanism. That’s really the only thing I see consistently working at this point because the length and creativity of the combos I feel is kind of the draw of the game to begin with. The ability to do combos that are varied and lengthy without all of these HSD and special move limits that other games add in that kill creativity.

The original previews Mike Z did for the game at game shows he showed everyone how he could kill somebody in one combo without it being an actual infinite. I mean that was definitely showcased as one of the premises of the game and if you weren’t in then…it’s going to be hard to get in now.

Hyperbole only makes you easy to ignore.

Out of curiosity, how much meter does this now infamous combo start with? And how much damage did it actually do at the end of the day? It wasn’t even a TOD, or going to be a TOD. Are 2 meter, 3v3 positioning specific TOD combos such a huge issue now? Should the game go back to being able to build all the meter due to broken ips and TOD from anywhere, without needing to save meter or reset at all? Are people still up in arms about lower ratio characters being able to TOD a higher ratio character if the conditions are right? Kinda confused, lol.
I mean, at least you know being thrown doesn’t lead to the same damage as being hit anymore (for the most part) so that should affect how you defend some what and lead to different follow-ups based on the scaling alone. Also, what Double domination? Hornet Bomber stopped being dumb as soon as the long ass invul on M/H active frames went away, and that’s the only Double domination I remember seeing in pre-patch.

There’s not enough people playing the game competitively in tourneys for there to be a domination of anything post patch.

Cable and Sent only need around three meters to string together three supers into a kill. Cable can build it just jumping around, and Sent builds mad meter via fly/unfly shenanigans. Mags and Storm only need one meter to TOD via snapback. Mags has ROM infinite to build meters with, while Storm is just one of the best batteries in the game.

I wasn’t saying MVC2 combos were long. AHVBx3 takes takes only a few seconds, etc. I was just saying that every character that matters will kill you in one touch, and even some characters that don’t matter will do the same (ask Mike about his Tronne/Doom/Juggs team).

Agreed. It would be better to just embrace the twitchy TOD nature of the game instead of trying to cultivate a false image of it. The game has long TOD combos, and they’re just going to be more and more prevalent as time goes on. Play the game if you like that, ignore it if you don’t.

So easy to ignore you just had to reply. Makes sense.

The domination showed in the combo. We got people checking out the patch hoping for a Double nerf, and then they see her taking part in a ridiculous game-ending combo. Seriously, just read the comments on that vid. It was so bad Pali had to come all the way back here to cry about it.

I dont really see what the big deal is one way or another…

Palis combo was highly situational and didnt even kill, though yeah long combos are boring… They cant be done from anywhere from any hit with any amount of meter. And the games neutral has fleshed much better now that assist conversions arent stupid easy.

I dont like post patch painwheel, but i LOVE post patch peacock and double… Give an take i guess… How about a combo timer? Lol

Seems redundant but any combo that goes over 25 seconda gets breakable by ips as if you tripped it… Only exception would be non. Install supers.

Its kinda redundant, but it would work and tbqh is no more redundant than ips in itself… Other games have multiple infinite prevention systems, bb has negative pen… Why cant a combo timer be instituted… It could even countdown somewhere… Dont want to get bursted just finish sooner and atill allows creativity in your 25 secs of happiness… Or make it so that doubles cats activate ips if activated twice in the same combo… Lol

Tere are many ways to “fix” this problem if anyone warrants it as a problem and then, if they warrant it as something that needs fixing.

My thing is only, if you gonna combo me for half the afternoon… Pls kill me so that i can rematch… That is all.

Those stats are retarded as i just showed in a video SF4 has long combos as well people just dont do them, and all of the popular capcom games atm have long combos. Even P4U which won game of the year has long combos, its not the combo potential thats turning people off its their scrubbyness and unwilling to learn how to play the game. Don’t make a excuse just because you see me do a long combo “omg this game is unfair QQ blah blah” step your shit up. If you can’t get better don’t play, it’s not the games fault.

Blaming the game is also asinine, people blame mvc3 for being scrubby etc w.e yet top players win consistently regardless. It doesn’t matter what the game mechanic etc is, **if you’re good you’re good. **And if everyone gets hit work on capitalizing your hit like i did in the video.


Guess you haven’t seen japanese litchis, because those combos last for days.