Added
even with the nerfs she’s still a good character, just not as good.She can live without an invincible Hornet Bomber. Now you just cant throw it out all willy nilly. I dont have any desire to use Hornet Bomber as an assist anymore which means That my trio team is now Double/Filia/Parasoul. I actually don’t mind this because I later found out that I didn’t really need that assist as much as I may have previously stated, and I do prefer my Double on point because it basically functions the same as my Duo team which is Double/Filia, but with some extra(braindead) firepower. I have been learning Parasoul recently and I like her, but i’m not that great with her just yet, so I’m probably going to have to hit the lab today to get some practice in.
Pretty much done with Double, that tech ruins my whole gameplan.
mike z didnt give any kind of indication when this balance patch might be coming did he?
i honestly did not expect such big changes so early in the games life. sure stuff like double butt nerf and nom loop, but completely overhauling the IPS? thats the only thing i am upset about at atm.
No ETA, the best we got was it won’t be before ECT.
Best to do it early before anyone gets too used to the old system
Hmm Im somewhat happy that i dont really have to put more time into Double’s barrel loops because most of it will be killed by the new ips. On the other hand im sad because this nerfbat hit her so hard. She had pretty mutch weak neutral game, and the only reliable tech was the barrel loop and the catheads Btw i think napalm pillar is mutch more of a problem then hornet bomber ever was but yea…
See, this is part of why I’ve stuck it out with solo Peacock. Not having an easy assist option forces me to be careful with what I throw out. I need to have enough space before charging a drop. Once the drop is charging, they’re likely still coming at me, so I need to decide if I have enough time to call a George, if I should counter their jump-in with a qcf.lp or try to contend air-to-air with a normal+released item. Of course, I could just block, but if you release the item while in blockstun, it doesn’t drop until you come out of stun and it drops where you released the button, so you have to be careful.
So, I saw the entire frame data for each character and, considering that anything -5 and above is safe on block…
Valentine does have the biggest quantity of safe moves.
Will Double still be able to combo after j.hp on tall standing characters? I’m not sure what the goal of this change is. Has it been tested much with 27 frames of hitstun as opposed to 37? Even now it’s sometimes hard to combo after it, and a 10 frame advantage difference is massive. I really can’t see this patch ending well for her.
It’s just that Mike didn’t just nerf Double’s invincible assist a lot of her point tools. I guess we have to wait and see what she turns out to be. I assure you that amount of Double will drop because of her support capabilities aren’t as good as they used to be. Double will definatelly neeed some type of insurance that her point tools are viable. However, I do think people should mess around with Cilla Slide, and abuse Hornetbomber LK. Cilla Slide is underrated, and it could replace hornet bomer…
I suppose you are right. But after this change, I hope there wont be another for a long time. At least give us those 2 characters before you start to patch stuff again.
Also yeah, this is a lot better than letting this game really sink in for 6 months and then overthrowing half of the combo system.
E: @jaiwhite: Don’t worry on that one –
Looks good all around IMO. I <3 resets so I really don’t even care about the IPS change. I wonder if Squigly [S]or Umbrella[/S] will parallel this patch :3?
Also sad about the lobbies but c’est la vie.
thats good to know. I would hate for this game to get patched so much you don’t even know what you are playing,
I’m really depressed we aren’t getting lobbies.
I honestly think this is a good idea. As much as I love this game Skullgirls is pretty much “Combos” the game. You can be getting combo’d for so long in this game and you’re just forced to watch your character get bodied for too long. With IPS being changed like this it means the game will be incredibly reset heavy which I think it was trying to be anyways.
I gotta say they while I am disappointed about Fortune’s nom loop being gone, I knew it was coming and I’m actually kind of happy I don’t have to learn it now.
I asked Mike in person at UCR about the Peacock item drop thing, he said it’s in this build but it’s not final, and she still gains 1/4 of what she would normally gain.
Quick question:
I was playing online today and kept resetting a combo (well at least I assume so, since the combo meter kept resetting) when suddenly the IPS went off even though I was only five or so hits into a new combo.
Is there a situation where the IPS will track through “separate” combos?
Also, I dunno how I feel about the item drop nerf (and I kinda wanna hear the reasoning behind cattellites). Though to be fair, It doesn’t seem many peacocks use the light or medium drops (which are far superior zoning tools) compared to heavy and that might be what brought the change.
Also, I don’t get the reasoning behind the flatliner change. what’s the point? does that mean it’ll go through the whole thing if it hits?
If the space between the combo drop off and the first hit of the reset is not at least 2f (meaning only a 1 frame gap) then the IPS doesn’t reset.