Holy goodness and HELLS to the YEAH for all of this!! I was just re-reading the update list and WHOAH!!! Seriously thank you for all of the killer killer work !!! It is waaaayyyyyy awesome to see so much passion going into this terrific fighting game!! Many thanks!!
Still no, but it wouldn’t help in that case anyway:
You can cancel HP into airdash on any frame, so a buffer does nothing since the airdash comes out immediately on button press except during hitstop, and hitstop buffers things already. And if we allowed a buffer of the moves during an airdash then say if you did j.MP~HP you’d get airdash->immediate HP, which is not the desired result generally, since it eliminates the point of leniency on the dash input.
tl;dr there isn’t anything that could help you there in any game. If you hit the button early you get an airdash early. I put buffers in areas they are not detrimental, for the rest ya just gotta practice. :^)
Alright. Then it’s me.
Cuz man, sometimes I double tap during that hitstop, and that airdash just doesnt come out and unless i mash forward, I dont get the airdash half the time.
Loving the dlc options. 1$ for 4 colors or 32 for 5$ are all great options. This brings a question to mind. Will dlc characters come iin bundles as well? I’d actually prefer to wait longer and get 2 or more character instead of just one. I know character dlc info hasnt really been detailed, but I’m just saying
Nah, son. I want these characters as soon as they’re done. I also can’t see them not bundling characters, especially since they are bundling colors. Every time a new character(s) come out, I can see it being “each character for 5 (or however much), all (say 6) characters for 15-25 (at the ‘however much’ price)”. It also makes it easy purchasing on the consumer, just two additional purchases for everything (if color and character packs are the extent of the paid dlc). Hell, if possible, I’d say add a “Buy everything” option for the game that adds the “all colors” and “all characters” packs together at the same prices you would have paid anyway just for one download.
Loving the detailed patch report and anxiously waiting for the dlc colors. If there was one resembling Asamiya Athena for Filia, it would be great. I loved the Hatsune Miku-like included btw.
Question about the “rebalanced AI” Can anyone elaborate into specifics on that?
I usually grind arcade mode on “ridiculous” (skip marie boss battle) when not playing locally with friends so I want to know if things would get “easier” or “harder” compared to the current AI and if that depends on whichever difficulty you pick.
would the lower difficulties be easier in comparison?
would the higher difficulty modes be harder in comparison?
Also does the “rebalanced AI” will still not have the “mind reading” AI interface because thats one of the things i liked about the AI. Felt like i played a person that punishes me for doing something stupid instead of simple predicting my actions
Mike z I didn’t know you were in Munich. This movie is awesome and makes this new patch that much cooler to me. Can’t wait for it.
About future characters everyone already know who will come or guessing. Are the actions already thought about or are they still a work in progress.
We know Squigly and Umbrella are coming. Most likely they will be among the first released, though its not guaranteed. Mike also stated the the upcoming patch would allow Squigly to work as (he/alex) imagined/designed. Few if any people other than the design team know what those changes are. There is also a chance that characters in the stage backgrounds or story may become playable.
The wiki has more info: http://wiki.shoryuken.com/Skullgirls
Some moves are thought about well before characters exist, some only fall into place during the actual creation.
Also, I can’t/won’t answer any DLC questions. :^|
Can you elaborate more on the “rebalanced AI”?
As far as I can remember: Fortune isn’t out-of-her-difficulty-level hard, and there is an easier level than Sleepwalk was, but the hardest level is still the same as before.
Damn, I was hoping you would code your own fighting game prowess to create Mike Z difficulty…
Mike, you were saying that hitbox glitch will now cause occurance of pixelated sprites insted of hitboxes. Will those be regular frames in crappy quality or were they pixel-art’d intentionally? If latter is the case can we get sneak peak of them or something? I am fan of pixelated sprites you see =]
No way it’s the latter, that would be way too much work. I mean, remake every character in a pixel art version just to flash during hitbox glitch? Forget it. I imagine it’s just a lower res of the regular art that loads quicker.
I think same way. I just got this strange idea from the way Mike described it. So I decided to ask him.
it basically looks like those blocky fuzzy circles they use to censor a porno or something, i would be excited to see someone make 8-16bit sprites of each of the characters though.
I like shorter combos stemming from new IPS alot FYI. Reset based game like MVC2 is a lot more exciting than TOD based game like MVC3. Only flaw w MVC2 compared to MVC3 was less viable characters - a problem SG doesn’t have.
I play zoning but something I wouldn’t mind is making shadow of impending doom as jab close medium medium dis fp as long distance. FP shadow of impending doom makes it too easy to zone with it’s tracking properties.
At least with george at the air show you have to time it correct as a zoning device. There is enough of a downside to FP shadow of impending doom IMO given its strength IMO.
I am crying manly tears of joy. Rushdown Peacock is possible!