Skullgirls Gameplay Discussion Thanks For Playing

Neat, GGPO name is same as usual, you just tell me when.

Looks like we will be playing Dio mirrors haha.

I recently started picking up Cerebella, is it really stupid to not pick Cerecopter if you are playing her with Parasoul? Because I know its an amazing lock down assist for Parasoul and she can put out tears and do silly mixups and resets, but I REALLY like Diamond Drop, it’s pretty silly. It’s basically option select city, and Parasoul can do a lot of damage after it. Valentine has enough time to load vial and follow up.

This isn’t math, there is no 1 answer. If it works for you and you like what it does, use it.

Been trying out Cerebella’s merry go rilla as an assist but it’s really hard to combo after it since it’s not a hard kd and also the bugged damage scaling annoys me too when I manage to land a combo after it. Otherwise it’s harder to use than diamond drop but I feel so awesome everytime I land it, completely worth it.

Jojo’s Bizarre Adventure is the only fighting game I have played over the last two years. You should get on GGPO, SO I CAN DESTROY YOU!

I’m MattCA on GGPO.

Edit:

This is the http://www.youtube.com/watch?v=uMKaK07-e3Q"]http://www.youtube.com/watch?v=uMKaK07-e3Q’]best Dio I have seen…

Old Joseph is a popular character who actually takes a lot of skill to play, but ironically he’s the third worst character in the game. He’s one of the 2-3 characters that don’t follow the basic premise of more complex=better character in Jojo’s.

List of things Mike_Z said on UltraChenTV

Thanks MyLifeIsAnRPG

hmmmm his hat says no. he is best.

That’s a lame answer, I’m asking the community (including you) what are the benefits and drawbacks of choosing Diamond Drop over Cerecopter for Parasoul. Obviously there isn’t one answer, but one assist is probably better for Parasoul. Or at least people have opinions on which is better.

eh? Was the derp at me? [little confused]

In any case, thanks for the clarification on pushblockstun. I sounds like I was indeed using it not necessarily at the wrong time but on the wrong moves; though, it is most likely a combination of both.

The 360 version just updated. It fixes a controller issue. No balance changes.

Cerecopter is defo better. It give way more diverse options, where as Diamond Drop only gives you one (and gimmicky) mixup.

With Cerecopter you can:

Use it in a combo for a great damage boost
Use it for space control. Alongside covering the screen with tears, you can have control over the entire screen the whole time.
Use it to make unsafe blockstrings safe. (calling it between the two st. hp chain)
By using it as mentioned above, you get stupid reset/mixup potential.
You can use it to activate Burst bait.
In the corner, you get pretty much infinite pressure.
From midscreen, its dumb easy to use it to carry them in the corner.
You can use it to make your overhead/low/tick throw attempts way more ambigious.

With Diamond Drop you can:
Throw em’ once in a while

Parasoul/Cerecopter is in my opinion the best point assist combo in the game.

Eh, aren’t you sure Ravid is talking about that issue with Guitar Hero controllers that was fixed weeks ago ?

I’m ready to get the rollback back for GGPO. That slowdown was more annoying than typical delayed code. You get that shit against people with like 40 to 50 ping sometimes. Dunno WTF that was about. I’d rather have the game move the same speed as offline with some jerks here and there in the yellow, orange, red connections than my inputs coming on later frames.

If it lets me play all 30 to 50 ping people at the same speed that the game plays offline then that works for me.

So I’m thinking the changes to the IPS and assist damage is going to make solo characters much more powerful against teams. Since there aren’t going to be nearly as much extended combos, it’ll be much harder for a character in a triple team to do heavy damage to a solo in one combo. While solos should still get enough mileage to kill on shorter combos and only 1 or 2 resets.

I’ll have to wait and see how well I can adapt my playstyle and strategies to more truncated combos, but I gotta admit that I liked the IPS as it is currently, and I’m not really liking the sound of how it’s to be changed. As it is, it’s an unobtrusive guard against infinites; pretty much exactly what it says on the tin. From what the change sounds like, it’s going to punish you just for trying to extend your combo, or link all your normals in one. The idea of my combo being bursted when I wasn’t even doing a loop doesn’t sit well with me.

I also get the feeling that this is going to shift balance pretty heavily in favor of point characters that do big damage in few hits, and characters with stronger reset game than other, more straightforward combo characters. (Cerebella, Double, Painwheel) But like I said, I’ll have to wait and see.

Not really looking forward to Fortune’s changes, though not having good head positioning after noms is my primary concern, moreso than loops, which I figured would be removed (though I proudly have and will continue to use them). Rekka timing and Purrage hitting all crouchers is nice, but generally a non-issue. This undisclosed other nom change worries me. I hope it’s not another nerf.

Green Vial nerf on top of new IPS just seems like overkill for nerfing Val. Either that or if the decrease isn’t by much, then it may be rendered completely pointless by the new IPS anyway. I think my BnB is still good, but what’s a busty based broad to do when she wants some swag combos? I do like the Flatliner changes, but that’s pretty minor.

I don’t mind any of Parasoul’s changes except blockstun on Tear explosions being 3 frames shorter. Hopefully that won’t hurt her zoning/chip game too much.

Cerebella seems to do nothing but benefit from this round of changes. She gets less reps of Devil Horns or Run/Stop loops. Big Deal.

Aside from Hornet Bomber (which is fine as it is), I’m fine with Double’s changes. She looks like she still has her teacup reset, she doesn’t look to be affected much by the IPS change, and Nightmare Legion and Catellite Lives are pretty stupid good as they are, and will still be good after the patch.

Nerfing recovery on Peacock’s teleport isn’t something I know enough about to comment on. Filia and Painwheel look like they’ll pretty much play the same (though Filia is hurt a bit by IPS changes).

These are all just impressions really, as I don’t know enough yet to say anything for certain. Which is actually my biggest issue with the balance changes. More features, options, and bugfixes are things I love to see, and am very happy about. But I don’t think we even have an established metagame in SG yet, so I would have liked it if the game was allowed to breathe for at least a year before we started getting balance changes. It makes me wonder just how long we have until we have to relearn things about this game many of us are just starting to really learn.

That, and the more time Mike Z spends on retuning the characters we* have* is less time he has to spend working on characters we don’t. Unless I’m incorrect in assuming that the team rebalancing the game is the same team balancing new characters.

Mike hinted in a comment on a front page article that there may be a build of the patch at WNF tonight and it may have some changes even from what we saw last night on UltraChen.

i dunno.

How about young Joseph?

So far a lot of things in this patch are going to make this game better.

For weeks I’ve been saying there has to be something wrong with Fortune, not including Nom loops, and Mike has fixed it. Long combos lasting until eternity will be a thing of the past with changes to IPS. Hornet Bomber retains its functionality while losing its invincibility, making Peacock/Double still be viable, while LK/MK versions retain invincibility akin to Fortune’s Fiber Uppers.

There are a few things that I am somewhat confused about (like reducing the time on green vial further considering the changes to IPS), but since I don’t play Valentine solo OR teams, I can only go from what I’ve seen in videos and there is probably some fucking great reason for that. (Which I’d like to hear since it doesn’t yet register in my head lol)

Regardless, obvious problems have been addressed. Other problems he’s found before the community gets a chance to have also been addressed. I think we’re good so far.

Ms. Fortune’s Rekka move can no longer be cancelled into head recall.

Dunno if you apply this tactic, guitalex.

Green vial I believe was changed for two reasons, shorter combos and it was the only vial anyone was using.