Ottawa Thread 2012

Yeah, I have no idea what they’re doing as well. It’s getting on my nerves as I’ve been living in a half a house.

Also, holy fuck. Skullgirls is blowing my mind.

As I understand it, the infinite protection works like this: After five hits, if you start a chain with a button you’ve already started a chain with, or with an air move you’ve already hit with and haven’t airdash cancelled, it kicks in.
So for example, if you hit j.lp j.lk j.mp, land, rejump, and start with j.mp again, it’ll kick in. But if you do j.lp j.mp j.hp airdash j.hp, it won’t. And as for high damage combos- it’s not supposed to prevent you from doing a lot of damage, it’s supposed to prevent infinites and easy loops. It’s supposed to force you to be creative for your damage.

EDIT: Actually I think I was wrong about the jumping moves. You should be able to re-use any air move you didn’t start a chain with. The problem is that if you link the air moves instead of chaining them, they each count as the start of a chain.

That is pretty unfortunate. :frowning:
Also, PS3 here for Skullgirls.

Its ok I have 8000+ damage combos without meter. Does having one character only increase damage? I only have trial version so I cant test just 1 character.

yea, dmg multiplier is higher or lower if you have less or more characters

The damage display in training mode is not affected by the number of characters you have. The multiplier is different, but if you just look at the raw damage numbers, they’re normalized for different team compositions.
One thing to watch out for with your combos is whether the opponent can tech. The training dummy won’t automatically tech. The first time you cause a knockdown in a combo, there’ll be a red spark as they hit the ground- that one’s untechable. If you let them bounce after the untechable, or knock them down twice in one combo, you’ll get a blue spark- they can tech those.
For example, with Fillia, if you end a normal aircombo with j.hk, it knocks down and you can otg. However, you generally can’t land fast enough to otg before the second bounce, which means they actually can tech out of it. The computer won’t, though, which can make it seem like things work when they actually don’t, if you don’t pay attention to the red/blue effects as they hit the ground.
Ground bounces are a different thing entirely- they bounce way higher, and you can do as many of them as you like in a combo.

Wait, they have something in Skullgirls that breaks your combo if it exceeds a number of hits to protect against “infinite loops”? That’s fucking weak. I would think with all the work they did on the 8 characters that there just wouldn’t BE loops with them, not some weak mechanic that says “yeah, they’re there, but we won’t let you take advantage of them”.

Anyways 8k midscreen, 9.5k corner combos, not to mention playing a grappler who is fast. This game is lulz. Now add in instant overhead into hard knockdown, half screen kara 360 supers, resets into command grabs, and block strings into hidden 3660 supers. Too bad I can’t play online
So what are your teams people?

It’s not number of hits, it’s based on starting chains with the same button. And the idea was that instead of limiting you by removing options to prevent infinite loops, you get to keep all your options, but you can’t do the same thing over and over again. Not to mention the fact that it’s nearly impossible to find all possible loops and take them out before the public gets it’s hands on the game.

Sounds like I should get this game.

I dunno, it still sounds like a sketchy and dangerous precedent to be setting to me.

Well you know what they say, don’t knock it till you try it.

so seriously no one can host? i would be glad to if my basement wasnt a fucking mess/had more room for setups

If I had a tv, ps3, sticks, and game, I’d totally consider hosting. ;p

TBH, the people who are hosting are probably only letting certain people know. Best thing is to ask around.

It’s exam week. GL

boooooooo

Just counter eh

the iRockTheVote pop off

Just thinking off the top of my head here.

I’m definitely going to ask for 5 stations from GO at least when the house decides to stop having downs. On top of this, I think 1 or 2 stations can be PS3 based. I’ll need some help moving some of the weight lifting stuff but that should be good to go now. Also, the roommate who wanted that little room is gone so it’s up for grabs again.

@Johnny:
This video shows the Peacock corner loop thing I was talking about. Not gonna land a hit in the corner with Peacock that often, but if you do… it’s around 9K with super, iirc.
You can end the last rep with c.HP -> 236.MP -> super to preserve your otg, or do c.HP -> 236.MP -> otg into launch combo (which can end in land -> super on at least some of the cast).
[media=youtube]rltRqk3tVNs[/media]!

I wish I owned the full game so I could play valentine