Loving this patch. A common worry I see from reading is losing 1k~2k of damage… great, make this game a bit more difficult for damage, kill the ultra long combo glitches (MF, Para), but with this the game time needs to be bumped up a lot… 99 seconds is going to be way too short after this patch.
Gotta disagree here. The Marvel VS series would like a word. What gives a game competitive staying power has very little to do with combo length, looking at the history of competitive fighters. Also, long complex combos can appeal heavily to players looking to get into a game with the allure of learning how to do them. Besides, getting hit isn’t supposed to be enjoyable. I’ll never understand why people complain about being caught in a long combo. It’s a combo, it’s what happens when you get hit clean, and it’ll end eventually. I love Street Fighter, but not every game needs to have combos as short as it does.
That aside, I wonder if Val’s air loops will still be possible, with j.HP hitting the opponent higher. It seems like everyone is going to have to dumb down their combos, which leaves me wondering how things will ultimately end up. That’s probably the reason for Cerebella’s damage nerf, since everyone else is doing less damage off of that alone.
Resets are already hella sick with a few characters (Painwheel and Double specifically). I’m thinking the higher emphasis on resets might make them better than everyone else (Edit: except Peacock that is, whose players are probably the happiest about IPS changes) It’s just a hunch, though.
I can deal with Fortune’s head flying away from the corner after noms, but I wish it didn’t fly so far. Was that much really necessary just to stop loops? Setting up head mixups after noms looks like it’s going to be mad difficult now.
My Peacock/Double team nerfed even harder than before… sigh Double’s Hornet Bomber causes you to bounce way less… this nerf is almost worse for me than the invincibility one what this means is that if I hit you with the assist I won’t be able to follow it up with Bang! Bang! Bang! -> Super
This is an absolutely massive nerf to that team if my suspicion turns out to be true. Not being able to follow up Double’s Hornet Bomber with anything at all if you actually hit with it could be a game breaker for this team.
Also building meter was massively reduced for the team as well. Garbage Day Meter reduced by a third as well as Item Drop… Plus no meter gain during Catalites. Double is not going to have very much meter to work with at all when she comes in and she is easily the worst character in the game without meter. She has to have that meter to be effective. Without it she’s just a worse version of everybody else.
Soooo many changes being made to a game that hasn’t matured at all - but it’s “only bug fixes” right? I can’t remember a patch from any other fighting game that had such massive game-sweeping changes. (Unless you count UMvC3 as the patch to MvC3!) When this comes out it will be a completely different game and we will all have to learn from scratch again.
If you go into training mode and try delaying Bang! Bang! Bang! ->Super you can see that it will still hit them otg, so it should work post patch, though the timing may be tighter than before. You can also forego the super and set up a shadow while they’re knocked down.
She’s best with meter, but she has some good normals that she can buy time with and whiffing moves still builds meter if you’re below level 1 tension.
I doubt it will be as dramatic a change as you fear.
The entire combo system has changed and damage was reduced across the board. How is this not dramatic? Also Double has the worst normals in the game… everything she has is just a worse version of something somebody else has. Her only good normal was jumping HP and that is causing 10 frames less hitstun post-patch. I did find it pretty funny however when David asked Mike why he was making so many changes to the game so early… Mike never really gave an answer.
I sincerely hope you’re right about Peacock being able to combo after Double hits… we’ll see but timing a Bang! Bang! Bang! absolutely perfectly after Double hits… I guess we’ll have to wait and see.
He demonstrated Pummel Horse hitting after Hornet Bomber before the purple ring, so bang bang bang should be pretty easy. You have from the last hit of Hornet Bomber all the way to the end of the otg period, and you can confirm potentially from the first hit of Hornet Bomber.
As for the IPS changes, the majority of damage will still be available for combos, but the extended combos that add minimal amounts of damage per hit while taking potentially twice as long will not be available. I think that DHC combos might be more affected damage wise, but I’m not sure. Even so, gameplay-wise the difference will be the amount of time you spend getting hit, the amount of memorisation you need for optimal combos, and a difference of maybe 1 reset for how many it takes to kill a character.
The more game-changing part of the patch for me is potentially the ggpo adjustment to improve high ping matches.
Overall pleased with what was discussed and shown in UltraChen with Mike Z. The game looks alot more healthy now with less stupid mechanics being used, decreases the amount of 20-30 sec avg combos in a game thats supposed to be reset emphasized and closer to how Mike Z wants his game to look. Keep at it Reverge
The Title Update for SCV had a bunch of balance changes that screwed with a bunch of characters, if I recall correctly…
He basically said that he saw the direction the game was heading (as I think we pretty much all have since the first couple weeks) and is taking this unexpected patch as an opportunity to push it in a different direction. Basically, shorter combos and more potential for back-and-forth between the players rather than just having one person sit and stare while the other player combos them for an hour.
Other changes are just putting things the way they were originally intended, like Peacock’s gunshots building 3 times as much meter as they were supposed to.
Damage nerf across the board is putting things the way they were originally intended? Well, here’s a good video which pretty much proves that the Peacock / Double team is a really good non-broken match in its current state as long as the person playing against it isn’t… dumb.
We will do another first to 10 post patch and see how it changes things.
We talk a lot about the game itself as well as the upcoming patch.
[media=youtube]Z5Dt-ax04Js[/media]
When’s the patch scheduled to drop?
Estimated mid June depending how long Sony/Microsoft does testing after submission
update on this last post
-2 weeks after evo ends due to ms/sony patch approval wait time is whats hopeful
-PC Skullgirls aimed to release sometime July is whats hoped for (comes with pre-order bonus of 4 addition parasoul palettes)
-Also paid character dlc colors ($1 per character pack of 4 additional colors or $5 for a bundle that includes every character color bundle) will drop the week patch launches.
Are the dlc palettes limited to just the three per char that canopy kingdom released or will there be more added to the list?
Those are the free palettes that come with the balance patch. There will be 4 more per character as paid DLC, like these for Parasoul
http://www.gamersgate.com/img/featured/skullgirl-pre-order.png
Any news about the DLC characters Squigly and Umbrella planning to be released?
There is a DLC character currently in the works. I am quite sure it’s female. That’s all we really know. You can sort of make an educated guess that it most likely will be squigs, but as for a release date, the best guess anyone can make is “after the PC version,” so maybe in a month or two?
That first one… I know I’ve seen it somewhere.
Where can see all the DLC colors?
They haven’t released any more DLC color images yet.
Those palettes are Megurine Luka (Vocaloid), Kula (King of Fighters), Jessica Rabbit (Who Framed Roger Rabbit) and Alruna (Gaia Online)
Ah, I see. I knew they all looked familiar.
I hope they give Valentine a Disgaea ninja/Kyoko Needleworker outfit. I also want to see more touhou outfits.
Alruna was the character Alex made for Gaia correct? That sexy demon/succubus.