A good question to ask. I know a good bit about how it works and there’s quotes from Mike Z that say it’s really easy to understand.
From the middle of this page >>>> http://wiki.shoryuken.com/Skullgirls/Game_Systems
[SIZE=17px]Infinite Detection[/SIZE]
I’m not sure why people think this IPS is complicated […] the rules are still simple to explain - “don’t start a chain with something you already hit with, and your combo is always legit.” You get 2 free sections before moves are even counted toward this limit (your first and second chains) and one more free section where moves are kept track of but the limit isn’t enforced yet (the entirety of your jump if you’re in the air, or your next chain if you aren’t). That’s it. You can determine exactly whether or not a combo is possible just by writing it out: “Did I already use s.LP? OK, can’t start another chain with that.” And if something doesn’t work, the hitsparks change color and you immediately know which move caused it. You also immediately know why, because the ONLY THING that would cause it is you having used that move before. [2]
"Don’t start a chain with something you’ve already hit with" is the only rule. The exception is your first jumpin sequence, first ground chain and first air combo.
It seems easy enough to understand after reading this but there have been some issues that have come up…
[media=youtube]3V9iAZJLV0w[/media]
Noticeably in this quick video I made above…where it seems hitting someone with an assist first makes the IPS kick in a lot quicker than it normally should. Same with comboing someone after a throw.
And then there’s this…
[media=youtube]Bbpn19gnde4[/media]
Quote from KJunk who brought it up in another thread
"The video isn’t mine, but I was able to get this going after just a little bit in training mode. I think it’s much easier than something like the lightning loop. And I’ve seen similar stuff for the other characters, so it’s not something unique to Ms. Fortune. It’s just the way the game is.
CopperDabbit was close to hitting these on the FinestKO stream yesterday, and I’m sure he’ll be hitting them consistently on stream soon enough, since this is still week 1.
The issue of a Ratio 1 killing a Ratio 2 character in one-hit aside (and maybe eventually killing a Ratio 3 character solo if he found some good DHCs…), the other issue I’m seeing here is the time involved. That’s a 45 second combo where the other guy sits there passively waiting with his thumb up his ass. That goes beyond your stylin Vanilla Dante combo levels of time here.
There are also some moves that do a standard amount of damage regardless of when they hit in a combo. Think Spencer Up-Grapples. One example is Parasoul’s Teardrop Explosions. And I’ve seen 9 or 10 of those thrown into one combo that was started by an entirely separate character than Parasoul. Get the hit with someone else -> carry to the corner -> DHC to Parasoul -> Re-stand -> IPS-legal loop a ton of times.
I think all of this is the kind of thing they were trying to avoid by putting in anti-loop measures in the game in the first place. I think they just need to tighten up the tolerance on it another degree or so."
Sooo…long story short…what’s going on here?