It got to the point where I would only play Skullgirls offline with friends. The lobby crashes are annoying

In other news, the title says it all. I suck at this game :confused:

THE QUESTION: Do you feel that tech chases are an adequate substitute for knockdown-based frame traps?

I’m making an ST-like fighter, and I’m thinking of adding Smash’s tech-chasing. As soon as you hit the ground in knockdown, you can hit a direction to

[list]
[] UP - Quick rise
[
] DOWN - Slow rise
[*] LEFT/RIGHT - Roll
[/list]

 or do nothing to get up at normal ST pace.

So far it has survived my “how is this a terrible idea that destroys everything”-tests, since knockdown-based fireball traps become dependent on the individual defender’s rolls and jumps instead of their jump arcs exclusively. Done carefully, knocking an opponent down gives you an solid advantage, but there are just enough options to keep things dynamic. “Theory Fighter” Dhalsim would still be beastly since his limbs and fireballs together could likely cover multiple wakeup options easily: his gameplay wouldn’t be changed all that drastically.

It seems to work well enough in Smash, with offensive players able to dominate opponents with good reads: what’s to say it wouldn’t work in a more grounded environment? Zoning without knockdowns would be exactly the same as without tech chasing, so
 iunno.

ANOTHER QUESTION: What’re some ways to make a super-long-range character without stretchy limbs or weapons? I’m thinking cobra-style kung-fu.

Saw this on Siliconera.



Anyone tried it?

This game is silly from what I’ve played so far. It has 4 buttons. Two seem to control the character, one for the side character similar to P4U in that they’re normals, and a button for some movement options like a neutral hop and some rolls. There’s a Roman Cancel mechanic called HOPE CANCEL. There are air recoveries, but the character I’m playing right now has some loops man.

Which character is this?

Also, I find it really funny that they’re supposed to have colors as names, but are all spelled wrong.

Yellow? His C/partner attack can be dash cancled. [Dash B>C]x8ish times then 214C>Shopping cart super. Does good damage, and I’m pretty sure builds enough meter for the super. There seems to be some IPS where, if the combo goes on long enough, they get push into the air.

Took me 20 minutes to activate IPS with the first character I picked, oddly enough who turned out to be the boxer.

I think it’s just 50 hits.

I meant specifically for grounded loops. This game feels surprisingly good in some instances for how cheap it looks, but it still has some issues with how inputs are handled. Especially if you try to airdash or something after jumping over an opponent.

Did you not hit 50? Seems weird that it would just kick you out of a combo for no reason. Maybe it’s number of reps of something, I don’t know.

Either way it’s a Fighter Maker game, and like all Fighter Maker games it’s definitely better than you’d expect, but not as good as you’d hope.

He becomes airborne on like the 15th hit, so I end it there. I think I can loop like j.AABB>land>j.AABB and stuff like that from there though. It’s not so much complete IPS, just a ground loop infinite preventative measure. You can still combo after it, just not a full grounded combo anymore.s

Hm. j.2B/second hit of BB seems to be really untechable. I can loop j.AABB>5A>2C too.

So it looks like 15 hits grounded launches and 50 hits while airborne spins them out. Well it’s a good thing those are in place and damage scaling is ridiculous, because this game would be really stupid otherwise.

Hm, I looped [ABC] and it triggered on the 20th hit instead. Maybe it’s similar to SG and count’s how many chains are started or something on the ground.

edit: Whoops.

Time to see how far this goes.

edit2: Ended at 64 hits. [Dash ABC]x6>DashAB2C>[Loop j.AABC>5B>2C] using 5A>2C if they get too low for the 5B. Woop Woop.

Anyone know where the biggest arcades on the East Coast are located? There don’t seem to be any fighting arcades near Northern Virginia.

New York City of course.

Hey does anyone have any tips for how to improve execution? I’m playing Savior and while I can do some execution heavy stuff like BB’s Dash Loop, I can’t really do it consistently along with Morrigan’s canceling into Darkness Illusion from a crouching fierce. I try to push the buttons quickly and when I do I just mess up and can’t perform the moves when I want to.

@BB_Hoody
Not familiar with the specific stuff you’re trying to do, but as far as execution muscle memory goes, I’m a big fan of “chunking” which is a legit psychological learning method.

Essentially for fighting games, do the combo until you hit the point where you usually drop it and get that consistently. Then pick it up from the point right after where you drop it and finish it off. Once you have both of those, practice the bridge of the point between where you have the combo and drop it and the end. Once you have all the parts, put it all together. Helped me a lot with KOFXIII Takuma combos. Other than that, clean inputs are your friend. When you hit something hold your hands in place and take note of where they are. Also, muttering to yourself “too late”, or “too early”, etc. adds an extra sensory input that makes you acknowledge what you’re doing wrong.

So learn stage 1, the opener. Then get stage 3 the closer. Then get stage 2, the bridge (usually a link or run up or space adjustment). Put 1 and 2 together, then 2 and 3 together, Then get the 1,2,3. Not foolproof, but it works more than you’d think.

Your mileage may vary.

“Barebones” would have probably been a more proper term.

It allows you to select GGPO input delay before a match. That is all that matters (and more fighting games should have this).

Kyle’s tip on a similar problem of mine:

*I recommend learning one length and using that same input for all Demon commands. You have 11f between each button input. Not the direction. Lp, (11F)lp, 6, (11F)lk, (11F)hp. 33 total frames to execute. IIRC.

Cr.mk has very little hitsun, so execution has to be very fast. I prefer st.mk B/c you can execute at the usual speed and the combo will connect (unless you are at MAX range).

Morrigan & Lilith have identical demon execution

Good Luck! *

I
I would actually enjoy an Episode III the game HD remix with online features. Yes, I know there is no way that will ever happen. LucasArts only does licensing now, no one cares about Episode III anymore, and no one cares about the game enough for it to get an HD remix of all things.

But the game was actually good. I don’t know how others feel since I don’t even know if it’s recognized as a fighting game. But goddamn seeing Obi-Wan do that epic flying kick was so boss, even when I was the one getting hit by it. And Samuel L. Jackson in a fighting game? That alone is worth merit. lol