Skullgirls Gameplay Discussion Thanks For Playing

Pretty sure when I asked Mike at UCR he said 1/4, but he might have said 1/3. Regardless it’s lame because she’s practically always holding item drop, or at least when I am she is. It’s her one of her best moves, especially the one that tracks, but it prevents you from using bang bang bang, which is one of her best moves, but taking away the meter gain is too much of a nerf IMO. She uses meter, not just for beam super, but for the giant zoning bomb (yoga catastrophe) and her level 3.

Also I’m not too crazy about her teleport being slower, it’s not like she can teleport far away from you, it’s pretty easy to punish it now assuming you see it coming.

Damn it! Some of those characters in the city stage look awesome.

I think it’d be cool if it was just two halves of a combo with a DHC in the middle. Isn’t that shit where damage scaling gets reset after a DHC staying in too? I’m getting a feeling like not enough things are actually gonna get resolved with the combo system.

I love you no homo.

hm?

SRK illuminati? Where?

With rekka head cancel gone, this makes a perfectly fine substitute. With the Fiber Upper loop tacked on the end, I can get 7k meterless.

Thus, I love you no homo.

You gonna drop the Fiber loop? Or is it already in the Fortune forum?

In many cases, it’s not two full combos though. The point character’s gonna be reduced due to new IPS, and most DHC combos need an OTG to do, on top of the fact that the second character’s IPS will limit things even MORE. ToDs will still be possible in certain scenarios, but they won’t take 5 minutes.

I plan on letting it known as soon as I can figure out the character specificity. It’s a corner combo, although hell you could do one rep outside the corner with the right head positioning (thanks, new Nom recovery).

By character specificity I mean, of course, WTF to do to Double.

I would have said to c.HP/s.HK>j.LK-HP>AD>j.LK-HP>land with her in the air to get some added height for it, but I 1) have no idea what the combo route is like and 2) don’t remember if that rejumpish thing works right on double. Maybe DP+HP with Fortunes head to keep her in the air?

Needs Moar Parasoul.

Actually, a slight adjustment is needed. IPS seems to count specials only if they’re done to start a chain after being used with the same strength button.

Basically the loop involves having the head off in the corner like you’re comboing already. If no air normals have been used in a watched chain, this works: dp+LK->K, j.MK (2-hit), j.HK, HP, land, dp+MK->K, j.LP, j.MK (2-hit), j.HK, HP, land, dp+HK->K, j.MP, (a j.MK can go here) j.HK, HP, land, s.HK, j.LK, j.MK (2 hit), j.HK, HP xx qcb+HP.

The chain as written does not work on Double or Peacock. For Peacock, ignore the chain starting with j.LK in the end and start after the first dp+LK with j.LK into j.MK instead. Same for Double, but instead of dp+HK you need s.HK.

Still working on it.

Here’s a TOD combo on a 1v3. 1v2 seems quite impossible at the moment (for which I’m actually glad tbh):

On not Double/Peacock/Parasoul/Valentine: throw, HP, s.MP, s.MK, hold HP, qcf+MP, qcf+MP, release HP, s.MP, s.MK, hold HP, qcf+MP, qcf+MP, release HP, s.LK, s.MP, s.MK, qcf+LP, qcf+LP, qcf+LP, s.LP, s.LP, s.LK, s.MP, s.MK, HP, dp+LK->K, j.MK (2-hit), j.HK, HP, land, dp+MK->K, j.LP, j.MK (2-hit), j.HK, HP, land, dp+HK->K, j.MP, j.HK, HP, land, s.HK, j.LK, j.MK (2-hit), j.HK, HP xx qcb+HP, land, qcf+PP

On Parasoul, throw, HP, s.MP, s.MK, qcf+MP, hold HP, qcf+MP, release HP, s.MP, s.MK, hold HP, qcf+MP, qcf+MP, release HP, s.LK, s.MP, s.MK, qcf+LP, qcf+LP, qcf+LP, s.LP, s.LP, s.LK, s.MP, s.MK, HP, dp+LK->K, j.MK (2-hit), j.HK, f+HP, land, dp+MK->K, j.LP, j.MK (2-hit), j.HK, f+HP, land, dp+HK->K, j.LK, j.MK (2-hit), j.HK, f+HP, land, s.HK, j.LK, j.MK (2-hit), j.HK, f+HP xx qcb+HP, land, qcf+PP

On Valentine, throw, HP, s.MP, s.MK, hold HP, qcf+MP, qcf+MP, release HP, s.MP, s.MK, hold HP, qcf+MP, qcf+MP, release HP, s.LK, s.MP, s.MK, qcf+LP, qcf+LP, qcf+LP, s.LP, s.LP, s.LK, s.MP, s.MK, HP, dp+LK->K, j.MK (2-hit), j.HK, f+HP, land, dp+MK->K, j.LP, j.MK (2-hit), j.HK, HP, land, dp+HK->K, j.MP, j.HK, HP, land, s.HK, j.LK, j.MK (2-hit), j.HK, f+HP xx qcb+HP, land, qcf+PP

On Double, throw, HP, s.MP, s.MK, hold HP, qcf+MP, qcf+MP, release HP, s.MP, s.MK, hold HP, qcf+MP, qcf+MP, release HP, s.LK, s.MP, s.MK, qcf+LP, qcf+LP, qcf+LP, s.LP, s.LP, s.LK, s.MP, s.MK, HP, dp+LK->K, j.MK (2-hit), j.HK, HP, land, dp+MK->K, j.LP, j.MK (2-hit), j.HK, HP, land, s.HK, j.MP, j.HK, HP xx qcb+HP, land, qcf+PP

On Peacock, throw, HP, s.MP, s.MK, hold HP, qcf+MP, qcf+MP, release HP, s.MP, s.MK, hold HP, qcf+MP, qcf+MP, release HP, s.LK, s.MP, s.MK, qcf+LP, qcf+LP, qcf+LP, s.LP, s.LP, s.LK, s.MP, s.MK, HP, dp+LK->K, j.LK, j.MK (2-hit), j.HK, HP, land, dp+MK->K, j.LP, j.MK (2-hit), j.HK, HP, land, dp+HK->K, j.MP, j.HK, HP xx qcb+HP, land, qcf+PP

(On Fortune, you can do the original although the timing is strict but you can also do the same one you do for Valentine/Parasoul.)

Oh wow, that seems perfect for an ender to what I do.(head in the corner starting from c.LK) c.LK>loop>MP>loop>MK>loop>MP>loop>LK>loop>LP>Fiberloops. Of course that is the shortened version from what I did so that it suits the new IPS. I think you still get 2 unwatched loops.

DHC still keeps the IPS separate by character, it’s just that the character is already at IPS 5 when they come in so no freebie sections.

…And thus after the few hours of the MadMen Cafe birth…the thread has been closed…

http://www.major-arcana.net/wp-content/uploads/2009/12/791260658222.gif

In any case looking forward whenever the patch may hit (I heard late June in the stream, but thats probably not a solid date) Least dlc characters seem closer to the horizon now

Read the edits. I think I have versions against every character.

Bastion girl in New Merridean is the shit.

Also thanks Mike Z for the shoutout :slight_smile:

Was the Cerebella damage nerf mentioned on UltraChen? Is it a general nerf or just some specific stuff? Haven’t had a chance to watch it yet.