Skullgirls Gameplay Discussion Thanks For Playing

sorry but this doesn’t look easy to apply at all. Looks like the timing is pretty strict and its not really the easiest situation to hitconfirm into unless off of the right assist.

Don’t post it on the front page yet, ask Mike.

Er… Maybe we are having a disconnect but what im seeing is:

All this needs is a jumping mk or stomp starter, or for an opponent to be put in a lockdown with a high/low… Or perhaps a crouching lk pseudo unblockable… Or perhaps a high/throw mixup… Cant throw a jmk or a stomp…

As far as timing this looks pretty easy… Look at the hitstun indicator… It barely goes under half most of the time… Doesnt look like a super tight link to me at all…the hardness of the combo seems to come almost totally from positioning and moving d or d/f

Im not saying that you ARE NOT right… Just the evidence im seeing doesnt make it look to difficult… It dont look like no rom to be sure and we know where that went.

Personally, and i hope this isnt the case, you just seem biased cause its on your main.

If it were on pw i would be saying the same exact shit i am now.

Highest I can get is 6 hits. I’m getting 3-4 fairly consistently.
It’s hardish. You have to hold the jMK so when you release she closes her parachute soon enough that the j2MK will combo. It’s much harder than the Napalm Shoot loops imo.

Standing characters only as well.

We’ve been running shit that “wasn’t supposed to be in the game” in other games ever since SFII. Why should we start now.

lol dude jumping the gun a bit at calling it an infinite there. perhaps when we see a video of somebody doing it 3 V 1 ratio and using it to kill a character outright. THEN we can safely call it an infinite. Seeing something done for only 5 or 6 reps is not cause to instantly jump up screaming for a ban.

we need someone with godlike execution to test this out. (i would do it but im on xbox)

plus is her head stomp actually an overhead? lots of air command normals arent. i dont play parasoul though so wouldnt know for sure.

Maybe maybe not, we shall see.

Also it doesnt need to kill a size 1 from a size 3 tod to be called an infinite… All that needs to be proven is that its an unstoppable loop, ie infinite loop ie an infinite. If you get looped twice by an infinite in marvel and then the opponent drops it that doesnt make it NOT an infinite… But i digress… The isnt yet known to be an infinite.

Also i dont have a problem with infinites in general… I have a problem with long ass combos. But if it is proven to be an infinite and the community decides it wants it… Which id imagine they would say… Fine, whatever, take a step backwards and spit in the face of the best infinite prevention system ever invented for the sake of “well mike forgot to put a different state on this move so we should let it ride”

And we should also have never let bomber get nerfed nor painwheels flight get nerfed… Both characters that i main that got very obviously bad for gameplay things taken out and i never posted against either nerf.

Anywho, yes, this is all moot if for some reason this is proven to not be an infinite.

Even super long loops ala pre patch parasoul and mf had actions taken to prevent the length of the combos. If this is an infinite and it stays in it will make parasoul and mf pre patch look like nothing.

It doesn’t set it off when in stage 3 lol

It’s not an infinite but it’s not obeying the IPS (if I’m understanding it right) for whatever reason.

j2MK j2MK j2MK will but j2MK jMK j2MK or jMK j2MK jMK won’t

I guess the momentum + the fact that she can now act after she’s done floating allows the two moves to chain regardless of which comes first. And since the momentum keeps the moves from pushing her further back, she can continue to chain them, reverse-beat style. Since it’s all a single chain IPS is never broken; it never goes past stage 1 until she drops to the ground.

Just a guess here but i think this doable all the way up to stage 4 since it doesnt advance the ips. If it is done in stage 5 im pretty sure that it will trigger ips.

not being bias because its my main, i think parasoul has things better then this, as I have already stated earlier (for example her j.2mk not being able to get pushed blocked after a dash…now THAT’S awesome). I am pretty open to saying the team I use is the team that I think is best in the game.

I just don’t really think its very practical, and you can’t really base it off any evidence you are seeing since the only video seen at that point was someone doing it point blank.

There aren’t really a lot of practical combo starters that lead into this, except (as I mentioned) an assist (depending on your assist), but using your assist to go into…this is a waste to say the least. Like in the corner you could do magic series ~ lp shot ~ lp ~ mk xx shot ~ j.2mk -> loop, but then it seems like people can only get x many reps for not too much damage, and it will scale the shit out of your combo.

Peeps are saying its hard, so I believe them, that’s all. maybe it ain’t hard. Links can be weird like that, really that part is subjective to each individual since our sense of timing is different.

Im not liking the new painwheel, seems to be a much more different character now, bnbs got hard cause of tougher links and her starter doesnt have near the range that it used to so so it misses at ranges she could convert from before as well as my throw combo has to be completely changed… My style of painwheel got fucking shat on.

Lol and half the reasons werent even on purpose… This sucks.

Okay people Im pretty sure everyone is freaking out about nothing and this is obeying IPS because of one thing… the new chain cancel. Since you can chain back and forth from d+mk, to mk and its all one chain you never leave the current state your in thus never triggering ips. If she can do that forever its an infinite.! yay. Also there is a setup for it I bet.

In corner… blah blah tear shot, blah blah tear shot (double explode) j.mk,j.dmk[xn]

you are missing the point i was trying to make. the ratio size doesnt matter what im saying is i want to see it kill a character before we can go claiming its an infinite. and no fucking shit if an infinite is dropped after 2 reps it doesnt mean it isnt an infinite. the thing is is that we dont KNOW if we can even call it an infinite yet, hence it needs more testing.

you contradict yourself a lot dude… make up your mind.

also about those painwheel changes…

BOOM! 11K Painwheel corner combo for one bar, works on Filia, Parasoul and Valentine so far. I haven’t got the chance to test it on everyone else. I’m positive it doesn’t work on Double and Peacock though.

Also, corner to corner combo, regular version works on Ms. Fortune, didn’t test it on the other characters yet. I managed to find a Double version though.

Vids on Monday, or Sunday night maybe. The new Painwheel is AMAZING!

Um… I… found an unblockable with Painwheel.

:expressionless:

Most attacks only the first hit high or low and everything after can be blocked however you please.

That and there’s an unblockable prevention system. If it involves hitting high and low at the same time, then it shouldn’t be a true unblockable using the system.

But I don’t think it counts for left/right, in which we may be able to do 1f unblockables, SF style.

I’m curious to hear what Guitalex found though!

Yeah me too.

I wonder if its the similar thing that I have with Parasoul, I have one setup that no one has blocked once (even across using it in multiple sets), but its hard to execute.

There are high/low unblockables… Like what is in near every airdasher with low assists.

Then there are streetfighter style left/right unblockables, which i assume is what Guitalex has found since left right ub has already been found even pre patch