Patch Q: Would you prefer a slight speed increase?

Given that throw attempts themselves leave you vulnerable to lows, I’m not sure I understand the difference. To put it another way: I understand that crouch throw/tech makes crouch block (well, technically, all crouching) better; you can now throw/tech from that position, as well as maintain charge. However, I don’t understand how it specifically makes dash in crouch block better. If someone is going to do dash-in d/b+LP+LK (which seems to be what you’re describing), every frame that they are in crouch block (and protected from lows) is an extra frame of delay before their throw executes.

Furthermore, while such a strategy gives you a few frames of low protection, it also opens you up to frame traps from high attacks (I mean “high” in the 3D fighter sense). So there’s still no such thing as a free lunch.

As an long-time pad fighter, I don’t think I would use this. I guess it just would feel kinda clumsy switching to the stick to coordinate my attacks with assists. I’ve gotten used to simply relying on what’s given.

I’d say LK + HP = A1 should probably stay as is, unless you could macro the left triggers back to A1 & A2 assuming those would be options now as opposed to just the combination (LK + HP)… I’m just confusing myself now… I personally find the control scheme fine.

Unless you allow it to be turned off, please don’t.

With BBEX they added the ability to see who in a lobby by pushing the right analog. Now whenever I slightly touched the right analog I had something overlaying 1/3rd of the screen. Having an assist come out to due to it being map to either up or down is just as bad imo.

Well since most pads have 2 analogs, why not allow the trigger direction to be mapped? Like to the right for L3 and to the left for R3 or what ever the player chooses. That way you’d see less accidental tags from people who hold the controller differently or move their hands and fingers differently.

There’s players that use Analog, myself included. Anything mapped to L3 is gonna be pressed 30+ times a match.

I meant the analog directions, not clicking. sorry if I wasn’t clear.

I’m thinking that while this could be a a pretty good solution, I can’t help but worry about my team getting blown up because of an accidental assist call. The idea sounds pretty new and I just dunno how many times in a game I might accidentally tap down. Just allowing us to bind macros to L3 and R3 (the analog stick button press) ought to be a good enough solution.

I am glad to hear that you’re probably gonna do something and I’d definately prefer your proposed change over nothing at all. One of the biggest reasons I’ve yet to move to a 3 girl team is because I simply don’t trust my ability to manually call assists. Team orders can get mixed up mid match and its scary to think that trying to call an uppercut assist would cause me to stick out a limb and get bopped

Also, keep LK+HP. The more options the better so long as they don’t interfere with each other.

As an aside, it’s kinda disappointing the incredibly small number of people that are willing to go places to give feedback. I brought a build to WNF, and maybe two or three people showed up to try it. I brought one to UC Riverside and even though Honor Basilisk said he’d show, I don’t think he did. I’m bringing one to FFA tomorrow, announcing it right now, and I bet nobody extra shows up. There’s only so much I can do, people, I can’t bring it to everybody’s houses.

This is useful feedback, but we require you to push the stick most of the way before it registers. Still bad?

If you dash in, a lot of people will reaction-low-Short, with or without assisting. In assist games if someone thinks you’ll do that, as an approach they can dash + assist + crouch block, which will punish your low move, and usually your assist as well since they are blocking but you are stuck in hitstop. This was pretty strong in MvC2 with non-trijump characters, I used it a lot. :^P SG has a lot of non-trijump characters. In SG, this easy approach loses to reaction-throw because the throw makes you invincible if it connects and there’s no crouch tech. With crouch-tech/crouch-throw, the attacker is in a much stronger position because they can crouch-block + assist + tech much more easily. Yes, it only makes a difference of a few frames either way, but that’s significant - plus the ease of it makes it that much stronger.

I think that’s a genius idea. I love the notion of flicking the stick for assists, and it would free up buttons for dash/pushblock/whatever macros. I’m all for it :tup:

This can be good, but if you make it so it has to be held in place for a few frame, say enough so that a slight touch couldn’t activate it that will be great.

Thats pretty surprising that so few there were interested. Do you think the regulars at WNF knew?

But none of the the current characters have an 8 way dash so theres really no tri-jumps at all. You saying a DLC character can tri-jump???

Anyway, your explanation makes sense. Didn’t imagine it would be so good for attackers, I only wanted to not be so free to throw resets because I think its AE. I imagined that an OS like that wouldn’t work very well since throws are just so damn fast. At least with this larger tech window it ought to be easier to move off downback and late tech.

If you’re going to add right stick up and down for assist calls, why not use left and right for tag in?

Left and Right are not different enough from Up and Down to rely on getting the correct fourth when you just moved your thumb from the buttons. For that purpose the right stick only gives you two actions.

I think it would be a good idea, but not for everyone.

Adding them as possible inputs in button config would work nicely. You can them set up stick to throw or tag or other things. Is this what is being considered?

Way back when, Pete said you guys might be giving a build to Chibi to help expose it to the east coast community. For the record, we would still jump all over a test build’s dick if you let one come over to our shores. The Break was hopping for SG for a while. Even when they took the game off the roster, we got a tourney of 10+ people, which is better than 2.

Then again, I used to threaten to shit in people’s hats if they DIDN’T come out to play skullgirls, so that might have had something to do with it.

Actually… this thing. If you just make them programmable like your last two macros, then you get the best of both worlds. People who want em get em and people who don’t get to unset them.

You might want to start a “Mike Z asks the community for feedback” thread btw.

evo? lots of people there (myself included :smiley: )

Evo’s probably too late to make any decisions, but I’m sure we’ll have whatever the latest build is there.

Unfortunately, I CANNOT change very much of the UI for this patch, meaning adding new inputs on button config is out. So either the stick always has to be mapped, or never. I’m trying to figure out the most I can do without changing UI, hence LK+HP, etc. Yay game dev! :^S

[edit] I’m already trying to see how feasible it is to get Chibi an up-to-date build to bring to ECT. SO THERE.

… My E3 flight comes in at 6 AM… on Saturday… red-eye… killing myself…

…keep us updated on whether or not a build will be at ECT because if it is, I will totally do the stupid thing and choose to spend my first day of rest from playing video games… playing more videogames :slight_smile:

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Unless you are bringing an up to date build to E3 that is. Then I’m totally just sleeping that weekend away.

Nope! I hate me some E3. :^P

So this patch is coming pretty soon? August maybe? I won’t ask the obvious question about what else might come with it.

I think the speed increase looks like it’s a good call. Also I appreciate your concept of the Minimum Effective Change, I think these other developers have no idea what that means when it comes to re-balancing.

BTW, you are an incredibly patient man.