SkullGirl Loops? Yes

Hey Guys,

While infinities can be cancelled, I figured we could post the ones we found regardless of combo breakers.

Double by Faustian Logix

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Double by CheezepuffX

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Painwheel by Saloon Burten

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should probably be posted in the Skullgirls specific forum :wink:

why cant you just burst out of it?

Once again mrdrofficer posts an uninformed post. Look at the red sparks. Try harder.
-34/10

Once again someone on the internet fails to read and makes an ass of themselves.

The point is ‘yeah these are breakable, but lets find some anyways!’

I think its supposed to be a human interest thing not a ‘lol we broke the game’… although it could be more clear.

probably meant to be…

“We all know the infinite prevention system allows you to burst loops, but what would be infinites if people didn’t burst it? This is one we found!”

edit: and my version still has crap ass grammar, dammit.

Thread is shits and giggles.

Reading comprehension is SRK level though. I actually would love to see all the infintes in this game; turn those bitches into bubble gum.

There are probably a shit load of 'em since Mike and the gang didn’t take them happening into consideration when they made the different moves.

Mrdrofficer, I understand what you’re trying to achieve with this thread, but I don’t think it will serve much of a purpose, outside of finding unburstable infinites (if that will ever be possible).

The SG combo system is built around everything being able to combo all the time, so if one was to ignore bursting, the game would have THOUSANDS of infinites, most of which would be simple loops and variations like the one you posted, and they really aren’t worth posting due to their simplicity.

Like I said, I understand WHY you made this thread, but I think the effort could be directed elsewhere.

Isn’t there a subforum for this game? lol

actually reported it just to get it moved, it’ll happen soon

With the option to get from air combo to ground combo anything can be an “infinite”… so what’s the point of this thread?

infinite loops are still good to know cause they show you what can be done up to bursting and if for instance a character has multiple infinite loops theoretically, they could chain the loops into one another for an unbreakable long ass combo that by pass infinite detection as long as the same moves arent repeated, anywho that loop allows me to extend one of my combos easily so… yeah its good for me.

-dime

Maybe the OP should rename it to ‘loops’ rather than ‘infinites’.

Thanks for moving it! I didn’t see the sub-forum at time of posting.

Also, I’ll look into re-naming it ‘loops’ if possible.

Reset options by baiting infinite bursts is probably a slept on strategy.

Magneto would hate this game.

There’s no point to this thread since there is no HSD in this game. Anything that can lead to a restand>launch is an infinite

Not true, I’ve seen plenty of combos drop after landing back on the ground and relaunching. The game will drop combos like any planned system, it’s just that there are exceptions. Otherwise you’d see a hundred loops right now, which I haven’t, maybe down the line. Mike and team prevented ‘possible’ infinites but that doesn’t mean everything will combo all the time. There’s still some skill to the system.

P.s. LOVING this game. EVO 2013 - SkullGirls.

except, like Dime said, the loops are useful combo elements. Given the lack of HSD, each one you find can potentially be ‘slotted’ into your combos to make them that much longer/more damaging (with some chance of unexpectedly triggering the infinite prevention).

Like others have said, by the nature of the combo system there are gonna be a lot of possible loops, it would be worth learning/sharing them because those sequences, even non-looped still are very useful combo elements.