The problem was Mike implemented Undizzy after a VERY short while, to compensate for everyone crying about the problems the game had back then. I wouldn’t have cared if Mike let people figure it out for a year or so, and then patch it accordingly. But instead, every few months the entirety of the game changed to the point in which I had to re-learn it, instead of improving myself with the mechanics that were already in place.
Get on the Endless Beta then. Alot of the changes are tested by the players themselves on the beta.
The patches themselves aren’t that frequent. Most major patches only come when a new DLC character hits, the last one being Eliza. The smaller ones don’t really change that much outside of bug fixes, and most changes don’t fundamentally alter the way characters play.
As for undizzy, what exactly would have delaying its addition done other than delayed the inevitable. As soon as the MvC2 vets recommended it and Mike himself warmed up to the idea because it did make the game play closer to MvC2, we all knew that it was coming.
Through all the changes Skullgirls had I haven’t had to relearn the game at all. Out of the stuff I did with Cerebella including the day one stuff I can still pull off. Though the reason I stopped playing was it was difficult to find people playing in my coast. West Coast plays the game more than East Coast.
Isn’t Skullgirls undizzy a bit different from marvel due to the undizzy decay and the negative undizy you get from counter hits? I don’t remember MVC2 having those two things.
Also MikeZ didn’t just add in undizzy because it was in Marvel 2. As I recall when he first decided to limit combo more after SDE, he tried just tightening the original IPS system and different limits for restands (which I loved) and I’m pretty sure it worked. He added undizzy because he felt just tightening the IPS restricted the ways in which players could create unique combos. Using a both IPS and undizzy makes easier to limit combos while also still allowing players to make up combos as they go.
I personally think I would prefer the first method though, because it would make the game less complicated and I think restands should be limited severely. I’m not a fan of universal restands overall. Also not many people are really taking the time to create their own combos.
The reason he added the scaling to the meter is that he wanted to make it so that resetting earlier was a more viable tactic, rather than people doing a full combo, then doing a reset to restart said full combo and avoid situations where someone would lost upwards from 70% life in a single reset.
As for people not making their own stuff, that’s more a community thing. Alot of the players just focus on combo optimization, even when Mike says that it’s not really required and that there should be more focus on the neutral (especially since the latest crop of characters have such strong neutral games).
I played two version on the PC a outdated version and most updated version and I noticed they seem faster in the outdated (I couldn’t cancel a lot of peacock easy combos)
I’d definitely give xpadder a shot. I can even give you a batch file you can launch that will launch Skullgirls and xpadder together, and close xpadder automatically when you exit the game. It’s pretty hassle free.
You should try out the keyboard too. I played pad for decades before trying it out, and I never went back. I use a hitbox type controller now, which is basically a keyboard with better buttons.
Yeah I owned a stick at one point, but couldn’t be bothered to learn to use is. I probably should have, but I’m happy with where I ended up. If arcades will still relevant in the US, I’d probably force myself to learn it. I might do that anyway, since I intend to build my own cabinet at some point, and the hitbox layout on a cabinet just wouldn’t be right.