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

Her level 3 will stop if she hard tags.

That is actually not even the beginning of it, but 3D is a lot cheaper, yes.

Yes she can RC her lvl 3 on block. If she rc’s, the rest of the soldiers continue to stay active for their normal duration. If she hard tags, the other soldiers go away.

Thanks MikeZ for the patch demo! And fuck the stream monsters giving you shit over it.

It was just one asshole giving him trouble, iirc. Complaining about the patch delay and whatnot.

Well as always thanks Mike for showing off the patch changes!

I can’t wait!

That’s a figure of speech, I CAN wait. I’ve been waiting patiently and will continue to do so.

I just want that awesome training mode!

I had to go do something right at the end of Intelligent being rather derpy, so what happened?

Mike Z killed him with his powers.

He was like, “Get lost, kid! You can’t compare with my powers!” And then Intellgient was vaporized in a mist of tiny cat heads.

So mad that I forgot about these two things yesterday. Mike, can you explain how Painwheel’s Pinion Dash cancel works (which normal(s) can she cancel into) and confirm that the new IPS carries over to the next character after a DHC (say, Parasoul combo into Double Cattelites) so that character cannot re-use normals used by the previous character? Hope that makes sense.

I thought that the IPS worked in “stages”?

Doesn’t the super depend what stage the ips is on?

So they can use the same normals, they just don’t get any loop out of it whatsoever, right?

I’m not really sure, tbh. I just don’t see how modified TOD combos starting from a single bar into combo-able DHC where the new character can go through all of his normals (effectively getting what would be a full combo minus stage 2) still wont kill an even ratio, full life character.

If what I’m thinking is correct, you have to remember OTG’s and launchers.

Yeah, she can use all her normals, but isn’t there only one OTG per combo, no matter what?

And most characters only have 2 launchers, correct?

Chances are you’ll ground series>Super>DHC>ground series>Air series (if none of the supers otg combo afterwards, if they did, you’re done and have to reset).

I think I can explain better if I use an example from my team. I’ll take the Painwheel/Cerebella segment from Painwheel/Cerebella/Peacock. Painwheel can land a grab/hit and perform combos that work within the limits of the new IPS and do not use the OTG. End it in super deals like 60-70%, but then the DHC into Diamond Dynamo allows Bella to OTG and continue into a full combo that also follows new IPS limits, and does the remaining 30-40%.

I understand that it’s a specific case and grabs will scale to 50%, but I’m sure that once players adapt to the new IPS, they’ll come up with ways of doing 50-70% for one bar with their point characters off of clean hits, and if a new combo can be started as long as the point didn’t use her OTG and the second character has a DHC/tag option that works or can catch the opponent without even needing to OTG, what stops the tod combos for low meter usage from taking place for ratio 2/3 teams?

Good point.

Since MikeZ will be doing that Salty Cupcakes thing, he can see if he likes the general damage in this game or not.

Also, you’re gonna need to give me an example.

I see Painwheel doing a combo that doesn’t use otg into DHC, but 70%, patch proof?

And then the only dhc Cerebella is gonna synergize with pretty much anyone is diamond dynamo, which DOES use up the otg.

I’ll try to type it out as well as I can. I’ll leave the corner variation out of it (which is just a inserting a raw fly cancel jp.hp into the mix for some extra meter). The version that ends in the corner can end with HK Buer Reaper into Buer Thresher to allow time for the DHC. Anything else is usually Death Crawl.

Stage 2
l.lk, l.mk, s.hp xx fly cancel (changes to stage 3 here)

Stage 3 and up
forward + j.mk, s.hp xx fly cancel, down-forward + j.lk, l.mk, l.hp xx fly cancel, down-forward + j.hk (will make the aerial whiff and allow Painwheel to land before the opponent hits the ground), s.lp, l.mk, l.hp xx fly cancel, towards + j.hk (timing it to re-stand and link the s.hk may take some time to figure out), s.hk, j.mp, j.hp, j.hk (also, timing here to re-stand into l.mp may take some time) , l.mp, s.hp xx fly cancel, down-forward j.lp, l.lk, l.mk, s.hp xx LP Stinger + Assist call/Cerecopter (assist sends the opponent into the air), HK Reaper xx Buer Thresher.

That’s around 60-70% using the current damage output of Buer Thresher. Death Crawl probably pushes damage up to 70-75%, but there’s not enough time for Bella to leave the screen for the DHC. To prepare for the patch, I usually just omit the l.lk near the end and go straight into the ender and OTG with c.lk after the DHC with Bella (point Cerecopter triggers burst-able state if it’s used during a combo as an assist). I’m wondering whether that’s a correct modification or if I shouldn’t bother and just go into full Bella combo after the DHC. I hope that makes sense.

Edit
If you’re going to test it, don’t use Double. The air chain has to be adjusted to compensate for her weight.

Parasoul’s Lv3 stops if she gets hit, gets thrown, or stops being the point character even if she has RC’d it.

@view619
IPS doesn’t carry over in the patch, that was never even a considered change. (O.o) DHCs start you at Stage 5, though that doesn’t matter for Cerebella.
I don’t mind 2-meter DHC 100%s, just 45-second combos for relatively little damage in the last half.

quick questions mike:

what exactly is painwheels new pinion dash input? and will there ever be a way to get it back to this current patches input?

the reason why i ask is because there is powerful new technology for level 1 pinion dash, yet i fear that with the new input, the tech will be near useless… as currently i am able to do a level 1 pinion while simultaneously calling an assist, but if the new pinion is a mash only input then this tech goes the way of the dodo.

i realize that pinions current input can make it sometimes come out at inopportune moments… but those very rarely happen anymore once i realized what the culprit was and the places where i was most likely to get a pinion (after landing from jumpins), whereas the new input would seem like a buff its actually becoming more and more of a nerf in my eyes, and if thats what you wanted then cool. but i dont think nerfing it was what you really were striving for was it?

pls dont take me wrong as saying that it is “definitely a nerf” its just that i cant see the new pinion input helping painwheel players more than the current input.

and once again what is the new pinion input?

-edit… my bad its D+kx5
would you consider making some sort of option for the players that want the old input, or better yet, have both inputs acceptable for those that want it. the new input would be good in many circumstances i feel, but the old one is also really powerful in certain circumstances and right now i feel as if i would want the old one way more.

-dime

I didn’t say it was a nerf or a buff, I said it was different. It may have other uses you didn’t consider, or possibly help people other than yourself. (^.^)

Does new input work when hitting 3K twice or would that count as one K input?

Wow that avatar is hideous.

Anything on the same frame is one K. Although to both of you, I’m willing to mess with this again, IF I can.