Agreed. This I can get behind.
Hmm. I recorded doing it once where it worked and once where it didn’t in a row, I’ll do some digging later on and let you know. >.< My advice would be to assume that it doesn’t let you get the 3rd short.
With Filia if you do air dash j.HP->j.HK and cancel to HK at the last possible moment, IPS will advance to stage 5 for the following ground section. For example airdash j.HP->j.HK, land, HP, j.HK, isn’t allowed if j.HK is done too late.
Also this might be intentional but IPS seems to consider all versions of her hairball the same.
Quick combo example: Corner throw, otg 2LK, 5MK xx qcb+MK xx qcb+KK, wallbounce, qcb+HK isn’t allowed, but throw, 2LK, 5MK xx dp+HP xx qcb+KK, wallbounce, dp+MP is.
Parasoul loop can be started with other buttons if you time it correctly.
[media=youtube]nz8ONJ6IMlE[/media]
When Naplam shot passes through an existing tear, the old one will blow up. The explosion of the old one is setting of the new one after it sets because any attack with a flame on it will blow up a tear if it makes contact (ex. all HP, all MP)
which is what the video is demonstrating, but you can also link mediums without an explosion with the correct spacing.
If you’ve ever tried to make some combos in this game you’ve probably run into the problem of getting around the IPS (Infinite Prevention System). Even if no part of you combo seems to be a loop, the IPS may still kick in to ruin your combo. Its important for us to understand why so that we can make better combos and further understand the game.
IPS essentially works off 1 rule.
- You cannot start a chain (even a 1-hit chain) with a normal that has been used previously in the combo
However, there as some exceptions to this rule.
2) The first 2 chains in your combo do not count towards IPS
3) If you start a combo with two chain in the air before you land IPS will start counting as soon as you land
4) If you start a combo with one chain in the air before you land it will not count towards IPS; you can still get 2 free chains after.
These exception as they are written now are not perfectly correct. They are mostly what I have formed from my observations based on cause and effect. In order to perfectly understand IPS, we must also understand the meaning of “combo stages”. As you may have noticed if you have gone into training mode with the attack data display on, the game keeps track of something called a combo stage. The combo stage can range from values of 0 to 5 (although apparently combo stages were supposed to have names instead of numbers). 0 means that you are not in a combo, and 5 means that the IPS is fully active. Stages 1-4 are a bit of a mystery to me, but I will try my best to explain them all.
- You are not in a combo
- You have hit the opponent while you are in the air and you have done 1 or no air chains.
- You have hit the opponent and are now on the ground. This could mean you have hit the opponent with a jump in and just landed, or that you have started a ground chain, or both.
- You have jumped after starting your combo or have begun a second ground/air chain. If you jump at any point after entering stage 2, you will enter stage 3.
- I do not understand stage 4 at this time.
- You have touched the ground after entering stage 3 or have begun a third ground/air chain.
Some things to note: You cannot move backwards in stages after the combo has begun. You can however, skip stages (stages 1 and 4 are skipped in many combos). The combo stage will reset 1 frame after the combo ends; if you start another combo the frame after your combo ends the combo stage will not reset!
Here are some helpful resources if you wish to learn more about the Skullgirls IPS and other game mechanics.
[media=youtube]LzCIeRY5vJ8[/media] - Mike Z at the Comboratory
[media=youtube]OoAVzx659Zk[/media] - James Chen + Mike Z interview and gameplay
If you have your own ideas about how IPS works, or think I am wrong, please discuss it here!
I have some questions. from the wiki
"The IPS effecively ignores the combo for the first free sections. The IPS remembers all attacks used in a combo starting with the first watched section."
In the corner with parasoul I can do a combo like this: s.lk - s.mp - s.hp xx lp napalm shot - s.lk - s.mp - s.hp xx lp napalm shot - s.lk - s.mp - s.hp xx lp napalm shot.
I am at combo stage 3 when i start the second loop, so i am being “watched” doesnt this mean that the IPS should remember the s.lk and not allow me to do a third one?
yes
but the combo works and IPS doesnt kick in when i start the third loop.
Merged two similar threads together.
The way I understand it, the first two chains are your free stages. Then your third chain is watched and if you use s.lk/s.mp/s.hp to start a chain after that, it will trigger IPS.
If that is true then let me ask you about another combo. With parasoul in the corner I could do a combo like this: s.lk - s.mp - s.hp xx lp napalm shot - s.lk - s.mp - s. back + hk (ground bounce) - s.mp.
I would say about half of the time I try this combo IPS will kick in and half the time it does not. I have absolutely no idea what I am doing differently when is activates vs when it doesnt.
If ips isnt counting my first 2 chains, then should this combo always work?
Do it in training mode and look at the “stage”.
The first grounded chain should say 2, the 2nd says 3, and then the next would be 5 iirc (can’t check atm).
[LIST]
[]1: Free: Optional section for a sequence of jump-in attacks.
[]2: Free: First ground section.
[]3: Watched: First air section or second ground section.
[]4: Watched: Optional special case section if opponent lands on their feet after stage 3.
[*]5: Limited: Maximum stage, same as watched and can trigger an Infinite Escape.
[/LIST]
You used sMP in stage 3, if you comboed the b.HK, the 3rd sMP would trigger it because you used it in a watched section and you can’t start a new chain with a move already used in a watched section.
If the crLP crMP sHK was in stage 3, then I think that’s why it triggered it
Sorry, deleted the post to go get the whole string.
But cr.MP was triggering it, not the cr.LP which hadn’t been used before that.
Yeah, the rules is “Don’t start a new chain with already used move” so if you do crLP crMP sHK in Stage 3 or 5, all those moves are off limits to start a new chain if I understand it correctly.
I was screwing around with IPS to really get it, starting with anything used in Stage 3 sets it off later.
Ive done the combo several times now. the first ground chain is 2, then next one is 3 and the last s.mp is 5. sometimes the s.mp triggers it and sometimes it doesnt. and if this were true, then it seems i wouldnt be able to use s.lk three times in the example i stated before. However, the combo with the 3 s.lks works 100% of the time
The combo stages actually give you a pretty good hint on how to make efficient BnB combos:
Stage 1: Most damaging jump in attack. Usually just a j.HP or j.HK, or both if you’re Filia.
Stage 2: Most damaging ground string into launcher. Hits and buttons used doesn’t matter here, only damage.
Stage 3: Air string that lands the opponent. Using an air dash cancel here will keep it on stage 3, just make sure they land before you do so you can get stage 4.
Stage 4: Another ground string. IPS can’t trigger, just go for the max damage ground string again.
Stage 5: You’re on your own.
I think there was one bug reported of a case where the same combo sometimes triggered IPS and sometimes didn’t, Mike Z confirmed it. Still, if you have a combo that randomly triggers / does not trigger IPS, it may make sense to post it in the bug reports thread.