He did mention is on UltraChen, it applied to her medium and heavy normals and I think he said it ranges from 25-75 reduced damage on the moves.
Ugh, SkullGirls rounds in such stupid ways. Always down, but not in single steps. This is gonna be a hassle.
E: Nvm, apparently it rounds the %ages down but the damage numbers up. This is so confusing~
E: Nvm, what the fuck is this.
E: Okay, apparently it rounds down, except if it would have to round down both times.
Keeps percentages, rounds damage down always. Okay.
Double hard knockdown is back, ty Mike.
GGPO can be played at low delay with high ping! Boodendorf is going to be so happy.
OK, where did you hear either of these? Same archive?
That sounds… meaningless.
Something about the 3SOE team helping them make it so low delay on high ping makes it rollback correctly instead of just slow down entirely. Same archive, yes.
UltraChen. I dunno if it meant low delay at high ping, i swear he just said that it wouldn’t slowdown as much, but it would cause more rollback instead of slowing down.
Also, i’m not too fond of calling an OTG knockdown as a hard knockdown. When i think hard knockdown, i think stuff like Cerebella f.HP, Parasoul Sniper Shot, Fortune j.qcb+HK. Things that you are forced to wake up to in a certain way. Any knockdown you can tech from isn’t really a hard knockdown for me, even if you get one bounce of untechability, you can still tech the 2nd one. Meh.
Mike said it takes away somewhere between 1000-2000(?) point of damage for an average combo. I don’t think that’s meaningless. Guess it depends on the combo though.
Both are in the Ultrachen TV.
If the damage reduction is made to reduce the damage of HP to less than 1000 this makes a difference in how the damage scaling works. An attack that does 1000 or more damage has a minimum scaling of 25%, dealing 250 damage even in the longest combo. An attack that does less than 1000 damage scales to a minimum of 15%. So 999 scales to 150 damage.
In that case lowering the damage by 1 makes the move deal 100 less damage when scaled.
The way I understand it is with soft knockdown being techable as soon as you hit the ground, hard knockdown gives an otg period, and we’re limited to 1 hard knockdown (hence 1 otg) per combo.
Then what type of knockdown would you call Cerebella’s f.HP or Para Sniper Shot where you are not able to tech at all and have to stand into whatever oki setup?
Hmm, didn’t know that. That’ll probably hurt her corner combo and run loop damage pretty significantly but whatever, I’d rather reset into one of her grabs either way.
Titan knuckle causes a sliding knockdown which I haven’t seen in other games, I think only a couple of moves cause it in this one. Sniper shot causes a crumple state doesn’t it?
Yes and yes.
As for moves that cause sliding knockdown I know of 3: Fortune’s qcf+PP with the head on, one of Painwheel’s air command grabs during her Hatred Install and Titan Knuckle.
For crumples, Painwheel’s charged s.HP, Parasoul’s sniper shot and… can’t think of any more.
Peacock’s throw also does the sliding knockdown. Val’s throw crumples.
So Double’s HK booty still knockdowns, thats cool of them to do.
Did they add anything else on the UltraChen show? That wasn’t mentioned @ FFA?
There’s also filia’s s.hk that causes a sliding hard knockdown.
Fortune’s HK Axe Kick against an airborne opponent does sliding knockdown.
To me it does. I don’t really go for the extended combos with Cerebella unless I’m playing against Keepaway. I opt for mix-ups against Rushdown, so the nerf probably won’t affect my combos much. As long as her normals & range stay the same, I’m good…
Yeah. It’s basically a change to force a more reset-oriented gameplan instead of doing hard hitting combos and I’m pretty much okay with that, her resets will still hurt and with the Excellabella buff they’ll become even stronger.