SG Q&A Thread - Launch Party April 10-11th

Stupid question Mike, since I can’t entirely tell yet.

If you hit Fortune’s head and her at the same time, exactly how much does it deal?

It should logically deal 1.5x more, I think. CopperDabbit mentioned it in his write-up for her

This would be an easier question to ask someone in a stream, but if you by chance know this weird answer, I’d appreciate it.

I say in the Ms. Fortune vid that ranged attacks hit the head first, then won’t have a hitbox anymore. Is this true for every ranged attack, even Peacock’s super’s beam part?

If so, I had a weird scenario. Ms. Fortune tosses her head, which Peacock blocks. Ms. Fortune has little life left so Peacock, knowing the head can’t block, does her beam super. If Ms. Fortune can’t be hit because the head is getting hit for half damage, does this allow her to start up her level 3 no problem to punish Peacock? Can Fortune’s level 3 be done while the head is in hitstun?

1 - Fortune can’t die from the head getting hit.
2 - Peacock’s beam hits everything in the same frame, so the head wouldn’t protect Fortune.
3 - Peacock’s beam has startup post-flash, so Fortune could reversal Lv3 anyway.

Question about training mode:
If there are missions where you suppose to do a combo, is it possible to indicate timing when player should execute next move? Maybe inputs can be highlighted karaoke-style. It will be great for new players who can’t even tell if they droping combos because they going either too fast or too slow.

For example - I for myself is bad BAD player - so when I was trying to do some basic challenges for Ryu, I stumbled upon like easiest combo in the world: it was something like c.MP, c.MP, sweep I guess. So when I was trying to double-tap MP it was counted as combo like 2 times out of 10. I had no clue what I did right those 2 times and what I did wrong another 8. It was kinda frustrating…

Hence my suggestion - I think training will be far more effective if game will actually tell you what EXACTLY you doing wrong and how you can fix it.

Karaoke-style?

Also we have a bunch of things that we want to do for stuff like this that proooobably won’t make it in the initial release, but will make it into a patch.

Will whatever training/mission mode involve more than just teaching combos? VF4 Evo style perhaps?

OK, glad to hear. By “karaoke-style” I meant that motions for moves can be highlighted before you should press them in fashion similar to karaoke highlighting words when you supposed to sing them. That’s all =]

cmon d3v, you know mikes been talking about his comprehensive tutorial for a long time now.

even if you dont have he sing a-long follow the bouncing ms fortune head for the combo training thing will you at least have the option to watch the computer do it? this helped me a lot in BB when i fist started playing and did those, i was sad they didnt have it in MvC3.

Hey guys, read it one more time please! :slight_smile:
http://skullgirls.com/2011/10/tutorials-teaching-the-untechable/

I dunno. I have this fear that most folks idea of a comprehensive training mode is just combos and setups, but not touching the basics. Like “xxx normal is the best standing AA for xxx character” or “do xxx when your opponent is trying to do xxx” - which is the type of thing I’m hoping for this game.

Will there be a demonstrations of the combo or goal of tutorial?

I play Capcom games and they lack common sense so don’t say “duh” if there will be. I don’t like that I have to trial and error or go online to find out if the combo is corner only, midscreen only, almost but not quite in the corner, must be this far away from opponent, etc. when they’re could just be a demo of the challenge to see what it looks like successfully done?

Examples



I see no problem with tutorial makers telling the player about a useful move or if the move is good. That’s what they’re suppose to do. If they don’t, someone else will if they ask or go look for a character guide or tutorial made by players.

Sorry if this question has already been answered but I’m just wondering about the input for a sjc.
Is it like in MvC3 where if you input :u: after a move that you can sjc you get a super jump (like with s) , or will you specifically have to input :d::u: to sjc a move (I think blazblue does it this way)?

Do you think we’ll see a playable version of Painwheel before the end of November?

I ain’t sayin’ yes, but there are many reasons why you should.

SJC is just U after a launcher.

The problem with doing tutorial demonstrations, and why they aren’t in newer games, is that Namco has a copyright on displaying a CPU-played sequence of moves in a tutorial. I think they went after Arc over BBCS having it, for example. (Don’t get me started.) We miiiight have a way around that, but it’ll take a bit more massaging so it may come later.

Really? Interesting. I wonder if SNK knows about that because they are doing demonstrations for their trial mode in KOF 13.

I’m sure they know, they probably have a deal. I’m not directly involved, but that is what I’ve been told. If it’s misinformation, then it comes from the most spotless of sources. :^)

Patent on tutorial demonstrations? o_O

I’m gonna have to read up on patent law now or see if there’s a class on it at my University. Patents are nuts.

Yeah you’d be surprised at what you can patent.

Hey mike, would there ever be a way to implement a system in the replays that displays where you get hit when you watching it back (high, low, mid, crossover etc) with bubbles or something similar to the way it is in tekken?

I think a system like that would help people who watch their replays again to understand why they got hit or might have lost the match and improve their defense.