Looks like they feel that Filia is in a good place already with what she can/can’t do. Though the IPS change will mess with her combos, especially the corner loop.
when would be this patch avaible?
Does any character have a BnB that isn’t going to be nonexistent after this IPS change?
THe change to IPS makes sense and actually fixes lots of problems like Fortunes head loop- now it’s like she doesn’t even need the head position fix. I’m curious about the change to doubles butt. Is it a change to only the assist or is point double also affected? One way they could fix the assist problem is to increase vulnerable frames for all assists or keep invincibility up to the top of buttslams arc. I think they should change the characters move properties as little as possible but the IPS is a great fix thAt really frees up potentiAl problems in future characters gamestyles
None of the variations on my Peacock combo are affected, since the looping portions are in the air and already use different starters. Other characters are losing 1 or 2 reps and will probably find decent alternatives.
Point Double is also affected. Heavy has no invul, medium has invul until the hit, and light has invul during the hit.
RIP my 8K midscreen and 11K corner combos with painwheel. Holy shit this change is so huge…
Yeah, you might actually have to use her amazing resets.
Dangit, that change to the IPS hurts a lot. I’m going to have to practice new combos in training mode.
At least it looks like they’re trying to make Pinion Dash better.
Yeah, between that and shorter combos I might try Painwheel again. I wanna spindash combo some motherfuckers. YOU’RE TOO SLOW.
Also I’m hoping the “more assist options” change means we can do stuff like followup moves, charged versions of moves, etc. That would seriously help Painwheel out as far as assist choices go, because right now her options in that regard are ass.
Honestly this whole update seems to be in Painwheel’s favor. Shorter combos aren’t a big deal since that’s affecting EVERYone, and Painwheel still has godlike resets available to her. She probably comes out on top of that change.
MikeZ showing off patched build tonight on UltraChenTv.
I apologize if this seems more of like a rant, but the recent surge in stupidity on the Skull Girls forums really has gotten to me recently.
I applaud Mike Z for wanting to tweak and balance the game. It’s his vision that he wants to see explicitly, and, sometimes, your eyes can deceive you. For that, I respect him.
For people to sit around and complain with little-to-no basis of argument it is not only disrespectful, but outright despicable. I understand there are a few legitimate concerns, like the art streaming-hit box problem. But seriously? Crying over an assist? And some crying over a more refined IPS?
I was playing against Double/Peacock and Valentine/Peacock/Double for several hours yesterday. You know what I did? I laughed and worked around it. I didn’t rage and jump on the forums talking about how “unfair” and “unbalanced” it is. I saw something that took planning and coordination to work against, and I made it happen. Sure, I got my ass handed to me several times, but I learned a little more each time.
Is it too much to ask for people to use something as basic as the Scientific Method when encountering a problem?
OT: The Painwheel (Down -> Down -> Kick x 4) change is refreshing. Maybe I can pull it off in a match now.
Yep. Of my team Para/Fortune/Val, I’m making/I made new combos with the IPS change in mind and Miss Fortune seems to take the biggest hit on my team in terms of what I know and guaranteed damage (I practiced regular rekka, rekka xx call head loop in anticipation of nom being removed, but I didn’t expect this is what Mike meant by an IPS change, I thought he was just gonna put it on her head or something).
I have a nice Purple Vial Valentine combo that I can still pretty much do with a couple of adjustments, but I can’t prep Green Vial combos because I’m not sure how that’s going to work out with the different timing change. I’ve seen some other stuff with her recently though that goes beyond what I know with her and it’ll suck to see that go.
I don’t think Para’s gonna change that much beyond the unscaled tear loop.
Having said that, I’ve read the initial reactions for the past couple of days, and while I like longer combos resulting in big damage, I’m over it and ready to see where it goes from here (err post-patch). Looking forward to higher assist damage, PSN match-making and training mode features if they make it in.
Is anyone else hoping for multiple pinion dash combos? That move looks so sick.
This is one of the first things I’m going to mess with when the patch comes out. It pleases the old 2D sonic fan in me.
So far, the patch notes scratch me right where I itch.
I was having a horrible time adjusting to the chain timing in this game, so the adjustment to allow “marvel timing” is doubleplus good for me. There was already a huge thread on IPS where I went into great detail about what I didn’t like about the system, so I’m also quite excited to see that change implemented.
Overall, looks like a boss patch. I’m a little sad about Peacock meter nerfing (I don’t care about Hornet Bomber assist, as I always used Napalm Pillar anyway), but I’ll live with it.
I need to stop reading those patch notes. It keeps taking me on a roller-coaster ride of emotion. One minute I’m excited, the next I’m worried. The latest update says that because of the IPS change, all combo’s have generally been reduced by 1,500-2,000, and then that Cerebella specifically recieves a damage nerf across the board, about 1,500-2,000 to be taken off of her combos. So does that mean all of my combos will do 3,000-4,000 less damage after the patch? I don’t know what to think. I want to get my hands on it already.
My favorite thing that Mike Z said on the UltraChen stream last night is that he “wants to make it less of a single player game” by reducing the length of the combos. That’s the right attitude to have if Skullgirls is going to stay competitive and bring in new players. Watching long complex combos is great for combo videos, but not so great when they’re being done to you in a match. Especially if you’re still just getting the hang of the game.
Worried about the Cerebella damage nerf. Last I checked she was considered someone low tier, at least among the Marvel 2 vets playing the game. Personally, one of the things I liked about her was, once she did get in, she didn’t need to do anything that complicated for her damage.