How does the infinite prevention system (IPS) work?

Does assist/tag activate the IPS burst? I mean, it seems like an oversight to me (assists should be free infinites if caught like that, in my opinion) but it can’t hurt to try.

Maybe I have comprehension issues, but I don’t think I get what you’re asking. :open_mouth: Do you mean while the assist is getting hit (And the point character is snapped out) can you press assist or tag to break out…?

Exactly. I know you were pressing face buttons there, but wondering if you tried that

Well, I didn’t specifically test that, but I feel like during all the mashing my bro was doing, he probably would’ve hit the tag or assist button combo here or there.

For shits and giggles, and because I have nothing better to do right now (Because NO ONE PLAYS THIS GAME ONLINE AT NIGHT :frowning: ) I had my bro help me test again right now, Pobega. And yeah, nothing breaks it. He pressed tag, assist, etc etc, nothing.

Assist can’t burst. Period.

Edit: Shit, should’ve watched the vid first. I thought when both characters get hit by the snap, they both go out.

Welp, moral of that story is don’t call assists in the corner just like any Marvel style game. LOL.

This thread is very informative.

I’m disappointed the IPS system isn’t more strict. Instead of just counting the 1st attack in a new chain, it should eventually start counting the 2nd, then 3rd as the combo progress through later stages.

The fact that assists can’t burst seems like that should have been already remedied back in the design stages.

IPS prevents infinites, says so in the name.

And nope, if you get your assist hit, you deserve to lose it. Be smarter about those assist calls.

Oh wow, now I know to go for snapback when I get a happy birthday, I wasn’t aware the assist stayed in like Marvel 2.

Old games out here.

Double snap doesn’t work. You have to make the snap whiff the assist character somehow.

Looks like the assist isn’t invincible after getting hit with the snap back like the point character is and Napalm Pillar kept them in to be combo’d freely.

Awesome, hope it’s intentional.

I don’t think it’s intentional, but i hope Mike leaves it in since it requires a lot of setup.

First, it all depends on your opponent actually calling an assist, so the starting factor depends on your opponent.
Then you you either have to confirm that you are hitting both characters (or get lucky, but thats not something to rely on)
Do a move that will enable you to catch the point character in a snap back, but not the assist.

I want to see it’s viability fleshed out before it’s removed honestly

Mike’s got it covered.

No, the assist got hit by the snapback, they just didn’t become invincible like the point character and he was kept in by the napalm pillar.

The whiff snapback on assist will still work.

This is exactly right. What happens is, the assist will fly off screen with the point character if both are hit with the snap back, HOWEVER the assist is not invincible after a snap back, which is made obvious by the video I posted. My Parasoul assist kept in my opponent’s assist, and now I could 100% with ease, due to the fact that the opponent cannot burst out during the IPS trigger, for whatever reason it may be.

Just make it so that comboing the assist doesn’t trigger IPS.

Has anyone tried to put this into practical applications yet? It’s hard to hit confirm into point-only snap while keeping the assist on screen. Seems impossible with a solo character

I normally stay out of game specific forums, and I really don’t know what I think of skullgirls, but I saw this thread in the recently active threads, so I may as well contribute.

I completely agree with this, sure, It may be cheap, but that’s what fighters were always about. We all know that one kid who beat everybody at street fighter, and he may have been a little cheap as he knew something you didn’t, but you got along and had fun all the same. If it is not an infinite combo I don’t care, as it still relies on the player, not something stupid simple like punch, kick, punch, kick, etc. If you don’t do infinites and instead push a game to limit, I would not be mad, I would be happy to see that somebody has evolved the metagame that far.