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

I call shenanigans on Marie no longer being an unflinching wall of hate.

Otherwise, all of this looks cool, and I want to know what was found to cause bursts to scale like that.

Just wanted to be clear. I play rush-down Peacock, so my game pretty much revolves around SID and meter gain so I can AA off of anything. I just personally feel like 1/3rd is a bit harsh, considering Peacock is lacking pretty hard in the combo/defense department already.

Did the ability to alpha counter off of a burst (you showed this in the offcast stream) make it in?

Oh, I play her that way too. Although I’m only holding the item drop until I open the opponent up, so meter gain will be likely very close to what it is being used like that.

Another thing: as soon as you let go, meter gain goes back to normal. Meaning if you toss out some Georges and let the item go before they hit, or toss out some shots then let the item go before they hit, the meter gain from the shots/Georges will not be affected at all (other than at startup); only the meter gain done while actively holding the item will be reduced.

Got an erection reading that patch note (More like a patch essay) :D. Wow, great job Reverge in putting alot of effort in your game and finding ways to fix issues/make improvements. Satisfied enough that I won’t ask for dlc characters like every other stream monster (at least for awhile since i want someone to team up with my Solo FIlia)

SfxT needs a patch note of this length and importance like this to overhaul their game (felt like it was a waste of opportunity making their main focus to fix the knife freeze glitch)

Well, I’ll have to see when the patch comes out. I’m still a little worried that 1/3rd might be a bit harsh but I’ll have to deal with it. Thanks for the quick clarification and explanation. I appreciate it.

“Hitting Valentine during her counter stance with her own Lv3 or Mortuary Drop no longer wrongly costs her 4 bars of meter. Only takes the correct 2 bars away.” Not sure I understand this… I may just be retarded though… sorry…

Valentine mirror match. Being grabbed by the body bag (such as in mortuary drop or dead on arrival) while using the counter super seems to have caused the countering Val to spend double the meter.

In short: Counter super Vs body-bag= double meter spent.

That was a lot to read. I’m liking the Peacock chip damage buffs. I’m still uncertain if I’ll still play her post patch. Filia looking really good now.

I didn’t see a mention of Cerebella’s over all damage nerf. Is that still included? Or do her changers make the nerf too strong?

That’s alot to read but I skimmed it and I’m really liking the looks of this patch (especially the training mode options ohhh yeaaahhhh). I unfortunately haven’t played this game much at all since Toryuken, which was the last tournament I entered SG for but I’ll definitely be returning after this patch. I just hated practicing and not knowing what was going to be patched out or changed…plus I got Diablo 3 right after that tourney ended.

1/3 meter gain while hold Shadow only applies while you’re actually HOLDING it. And considering a held Shadow gives you a 3-frame antiair anywhere, it’s not unfair. (^.^)

Fixed here, too. Gulf Coast ahoy.

Still in, fixed.

It wasn’t ‘overall’ as in every single move. I listed the:

  • s.HP/HK, c.MP/MK/HP, j.MP/MK damage lowered by 25 per hit. j.HP damage lowered by 50 (1100 -> 1050).

“Bug-to-feature conversion”.

Looking forward to GGPO that actually works like GGPO and the faster Xbox load times. Might end up picking up the PS3 version eventually also.

I didn’t read the whole thing, but the offline slowdown issues with Xbox were able to be corrected at all?

Tournament mode sounds like a healthy breakfast.

How much is this going to cost?

Spectator mode pls

It’s…free…

Too much work for such a short time period, sorry.

You mean where it randomly decides to run at like 5 FPS for a bit? Nope. :^( I couldn’t get it to happen in any sort of controlled environment…

Yeah I noticed it happening sometimes during co star combos/DHC’s and what not where the Xbox version just churns during the supers. PS3 version is used for tourneys more often any way.

  • All special moves correctly face opponent, no more backward gunshots after ground-teching past the opponent. (Oops.)
  • All Lv1 items will always OTG in the proper direction, towards Peacock. Accomplished by allowing the Jippo bottle to be flipped (oppiJ!). Any Lv2 and Lv3 items which always face the same direction may still knock them the wrong way as OTGs, so be careful.
  • Allow PP backdashing from preblock animation. Previously when the opponent was attacking at close range B,B would backdash but B+PP would result in a normal attack. Now both will correctly backdash.

These undo so much frustration.

Will there be any DLC to put some of the lines that were cut from the voice actors back on the characters? I want to hear more Ms.Fortune puns :smiley:

Oh, that. Nope, that’s a hardware limitation, XBox ain’t got no SPUs. Slowdown = nostalgia. :^)

Yeah, uh, whoops. You still have to do the special in the direction your character was facing during a ground tech, but it’ll come out facing the right way now. (I checked, it’s the same way in Capcom games.)