just to be clear, a loop or an infinite can take a lot of skill, if requires tight links, specific heights, is character dependant or if its situational
Changing how the IPS works isn’t really in the spirit of what Mike Z wanted to make. How about we let it play out a bit before we go and change the fundamentals of the game engine.
First off you’re assuming the evolved form of this game will be composed of these long combos. MvC2 had long combos too but it ended up being about landing a few reps and then going for a reset. Just because you see a few characters with the ability to do long combos doesn’t mean they’re going to use them.
Second, you’re going to be even angrier when people create unseeable resets than you are at potentially long combos.
[media=youtube]gj7ltun5PmA[/media]
Well I mean that is the original equalizer of TOD combos. In the older games they just required so much work to pull off that the variance of getting them out consistently balanced them out competitively.
When TOD stuff is easily or overly practically accessed it’s not as hype and frustrates people…yeah.
True words. In Marvel 2 you basically could get put in 100 percent resets very easily. People probably won’t even take the time to optimize the death touch stuff and just go for BS off restands which will get people plenty salty. Yet at the same time that’s ultimately part of what created the hype of such games as Marvel 2 because when people blocked the crazy stuff it was crazy and when people got hit by the crazy stuff…it was crazy etc.
If Skullgirls ends up anything close to that video above at high level play but with more viable characters, I will play it until I die. I’ve been looking for that kinda back and forth with multiple characters and assists in another game for a while. New games just don’t play like that no more. Too many subsystems and restrictions and stuff.
Oh and shout outs to Tekken Tag music.
This, I’d take a combo that I could reset into another short combo with less scaling over trying to maintain a long ass fingercramper anyways.
I actually ran into a question about the IPS, which, reading the description, I can’t figure out the answer to:
As Valentine, I do this combo:
Throw, cr.LK xx cr.MK xx cr.HP, jump, j.MK xx j.HK airdash j.HK <- this j.HK triggers IPS
So thats: throw, ground chain, airchain dash airchain.
The IPS triggering happens no matter what I precede the first j.HK with, and also if i just go j.HK dash j.HK. This combo works ok if there’s no throw opener. Part of this is explained by the IPS bug with throws, where throws skip forward in the counted chains. But how does the j.HK get counted even when its not the opener in the first airchain (and shouldn’t the first airdash chain be freed from IPS as well, if I’m reading the explanation right).
Anyone enough of an IPS expert to shed me some light on this? Just trying to understand the system better.
I agree and never implied otherwise. My issue with infinites and longass loops isn’t that they’re too easy. It’s that they’re boring and noninteractive, and that they kill hype after being seen for the first few times.
I’m not suggesting Mike change the game yet, but my biggest worry would be people shelving the game after a major that gets ‘ruined’ by something like this. And then Mike and his team have to jump through Microsoft/localization hoops for 2-3 months to get it patched, at which point no one’s playing the game anymore.
Or they have to make changes that makes it so all the time people are spending in training mode gets wasted cause they have to learn entirely new shit. That would also suck.
I saw a lot of players in my area quit Guilty Gear because of stuff like Slayer bite loops. It wasn’t fun to get hit with that once and lose the round. I see players quitting Marvel because of Zero for similar reasons. Even when stuff is fair and honest, it can still lead to less competition and a dead game. I’m not saying that’s the current state of IPS - I just don’t want that to wind up being the case.
Scrubs complain about all games. They’ll find a game they like playing or forever wander.
Yeah people are gonna quit 3S cuz parries are too hard or too random, people are gonna quit SFIV cuz Guile just spams shit all day etc. Just gonna happen.
If I had a time machine, I’d go back to the early 90’s to see if people even complained about things back before we all had the internet.
People got stabbed over throws in SF2
Yeah the people in the tournament scene obviously got over stuff but the average players would get heated over basic stuff.
I tried both combos and neither gave me infinite prevention. Not sure why it happened for you. Well, I actually started with j.MK, but the first move doesn’t affect anything. I’ll try again with j.MP later, but it still shouldn’t IPS.
I don’t think that there is a bug with throws. It skips forward in the combo to the point where IPS immediately starts because you shouldn’t get as massive damage from a throw. It makes sense.
To answer your question about IPS. Once the game begins storing what hits will cause IPS to activate (this usually occurs at the 3rd chain of a combo), it registers all the moves that are used in the chain. This means that the [j.MK xx j.HK] section of the combo registers both j.MK and j.HK for IPS activation. This is the reason that the big loops use the same chain enders after starting each new chain; using the same ender will minimize the moves that are registered to IPS.
Also, when you Air Dash, you start a new chain.
Wow @ the dick riders missing the point of KJunk’s post.
<3 this man, he’s my new hero (all homo).
Whatever, I’ve subscribed to this thread because I still don’t understand how the Burst System works in this game.
I wish I was over exaggerating when I say, outside of like 2 characters, your average combo is looking to be 40+ hits. This is no doubt a huge turn off, as no one wants to be stuck in a combo that lasts for days that require blazblue execution (speaking of which, this game does feel like blaz).
I would lol if they was actually implemented.
This video is disheartening.
Yeah, I’m aware of how the system works. It just seemed like in the admittedly grainy video I watched of it that it wasn’t using a new normal each time. I guess that’s not the case.
I didn’t say they were easy; just that people look at that game and then freak out that any game with a long combo is gonna turn into that. Btw, tenemos que resucitar la conversacion en español adentro de discusion general.
If you start a combo with anything other than a jump-in, IPS goes to stage 2 (unwatched), and your next link makes it go to stage 3 (watched). If you start a combo with a throw or assist, that hit is stage 2, and your next hit is stage 3. Your next chain after that is stage 5, which is when IPS is allowed to trigger. During stage 5, if you link into (i.e. start a chain with) any attack you hit with during any watched section, IPS triggers.
It is really simple once you get the general concepts down.
- Nothing executed in the first chain of a combo counts towards IPS.
- Starting with the 2nd or 3rd (dependent on the combo) chain of a combo, all moves that are used are stored and can activate IPS during that combo.
- If a chain starts with a move that has been stored to activate IPS, then IPS will activate.
- IPS only activates at the first hit of a chain.
- IPS will never initiate during a Blockbuster.
- Different versions of the same button count as different moves. cr.MK, st.MK, and j.MK are different moves, so using a st.MK in a combo does not stop you from starting a chain with cr.MK later in that combo.
Starting a combo with a throw, assist, or Blockbuster will normally skip chain grace period.
Jump-ins do not count toward the IPS. For example, Valentine can [j.MP, Air Dash xx j.MP xx cr.LK, cr.MK. cr.HP xx j.MP, j.HP, Air Dash xx j.MP] and the IPS will not activate.
EDIT: This is generally how everything works. It is not the exact way everything works. There will be some situations where it doesn’t follow what I said. To know exactly what is happening in your combo, look at the Combo Stage:
Stage 1 = Jump-ins
Stage 2 = Grace period
Stage 3 = Watched (all the moves you use will be stored as possible IPS activators)
Stage 4 = Watched (not sure exactly how this is different from 3.)
Stage 5 = IPS will activate if you start a chain with a move that has already been used in the combo.
I’ve already settled on ST a long time ago if Skullgirls doesn’t pan out… But it’s still looking good so far! (parasoul/fortune loop included)