I love you
Read the whole thing! Looking forward to this soooooo badly (feels like a whole new game is coming out).
Looking good, hopefully I’ll get my new Xbox shipped in time so I can play this on a fresh console and new hard drive.
Man can’t wait for these changes, hope the online multiplayer becomes more active when these changes start happening. Been feeling like a bit of a ghost town these days haha.
With these character changes, I was really crossing my fingers to see cereballa’s ultimate showstopper get nerfed. Maybe it did and I’m too newbish to understand the overall changes with her. Still learning this fighter gaming lingo haha. Just think for a Level 1 blockbuster its does too much damage but guess that’s the baby in me when i face grappling characters lol. Can’t say I’m really complaining, love how much I can learn and pick up from this game compared to other fighters. Gotta say with a tutorial that inviting, makes a newbie like me feel welcome to get into a more competitive field in fighting games.
Is there a quick 'n easy (or at least “one at all”) way to clear savestates/actions without holding the button down? Or can you add holding some stupid button combination as additional option (LK+MP+HK or something)?
My stick is dualmodded with a dualstrike, and part of that is a “Meta-Button” to … blargh, long story short – either my Start or my Select button activates on button-release, not on button-press. I already switched that MetaButton to Select from Start, since the former option caused me to be unable to pause (I cannot “release a button for multiple frames”) - now with this I’d be unable(?) to clear savestates/actions which looks pretty crucial, so I’d probably go back to being unable to pause (setting the MetaButton back to Start), but that’s pretty iffy still.
I’m trying to contact the DS-manufacturers to get a firmware update which allows to turn off the metabutton function altogether, but that was requested a year ago and I’m not getting my hopes up that something is actually going to happen, so some way to clear savestates/actions (or pause) which doesn’t require holding down Select (or Start) would be nifty.
This probably is supposed to go into the IPS section (It’s currently below that, 3rd line of “Gameplay changes”)?
Some guy here noted multiple times that this could possibly screw up poison damage (opponent is poisoned and at 15%, Val hits her lvl3, if she skips = Opponent is at 5% and poison doesn’t damage since he is below 10%; if she doesn’t skip = Opponent gets wittled down to 10% from the poison during the cinematic and then dies) – is this (only Valentine can skip, not the opponent which was afaik different before) an attempt to fix it, or is there some added option which you just didn’t note (eg “Poison damage will be accumulated and damage before the final hit, even when the cinematic is skipped”)?
I came here for patch notes… found a whole new SkullGirls. Epic.
Wouldn’t the easy way to go around this is to simply NOT skip it for once? The skip only happens if the Val player holds a punch button when it fades out.
So… if Val indeed poisoned the opponent, then the Val player won’t hold a button down. No need to complicate things
If it were up to the OPPONENT and not Val, it would be a problem.
Me too, but that’s probably because I was also stroking my penis.
Now these are patch notes. Loving the visual assist change, fuck being mixed up by a jumping Valentine behind a Cerecopter assist.
Is it weird that I want the name “Skullgirls: Slightly Different Edition” to be official?
OMG, is that what was going on
DLC CHARACTERS… NOW!!!
Any plans on the post-Slightly Different edition era?
These patch notes are so thorough.
THE COMMUNITY LIKES THESE! YOU HEAR ME DEVELOPERS WHO HIDE THE CHANGES!
The same guy mentioned:
These notes were very thorough. I like that Peacock is getting more chip damage and her lvl1 items otging properly, but her recovery on her teleport has increased and it already seemed punishable enough to me.
Everything else is cool.
I wonder, what is the thought behind the teleport change? If you start up faster, that should allow you to cut it closer and get your opponent to whiff easier - but if you add frames to the recovery, that kind of cancels it out, doesn’t it?
Thanks for actually putting that in, solves all the issues I had playing on pad. <3 you guys
I’m not going to pretend I know what’s what with the balance changes, I don’t play this game at a competitive level, but all of the system/online/training mode changes sound great. It’s nice having a fighting game developer that really cares about it’s players for once. I hope this project is/was successful enough for you guys to keep adding content and keep taking my $.
I’ve always wanted to eat SGs for breakfast.
Just grab some tuna with bacon.
Was really hoping for these changes:
- all attacks are now fugazi
- fugazi has been buffed.