Fixed. Addressing all possible team size combinations helps reduce confusion.
Thanks for the input. The pushblocking stuff has been revised.
I really like listing all the total team healths. It’s really the most important thing to think about when matching up uneven teams. Look at CVS1!
Hey Pizzarino, are you coming with any playtest science tomorrow for WNF? /crosses fingers
sorry for off topic =X
Wow! I didn’t checking wiki for a while and it’s growing!
Good job, Pizzarino!
And if you looking for new unrevealed characters, how about this bad boy? There was even little something you can consider gameplay mechanic.
I really REALLY hope he is SG character and will be playable eventually. Because people who can put him in but decided not to are traitors of all cool that can be found in videogames. :rock:
Yeah, I should be bringing Skullgirls to WNF tonight. The technology is up to you
I don’t want to make more tentative character pages, but others are welcome to. The characters already up there ones up there are most likely to be DLC. There’s no real indication that TJ Jack Black McLobostein is even in the Skullgirls universe from the forum posts I’m seeing. Same goes for Aura/Gas Girl and Nanocyst.
I like that first chart I will add it soon. Thanks!
I need to make this a username somewhere.
I made a SkullGirls Damage Scaling calculator in excel. Not sure how you could implement this into the wiki, but I thought it would be nice to share.
https://docs.google.com/spreadsheet/ccc?key=0AtQ_t4ERdHBLdHpOU0JRd2tSekt1ZVdzSHc3LUdtUWc
I also have info for how recoverable damage works.
This too for how cancelling works.
Do me a favor:
PLEASE MAKE SURE YOU AND WHOEVER ARE COMMENTATING ON STREAM ARE SILENT AS HELL WHEN SOMEONE’S PLAYING MS FORTUNE.
Please :3
What’s the link to the stream?
Ms. Fortune’s move list has been updated with official move names and quotes. Can you wrap your head around that one?
http://wiki.shoryuken.com/Skullgirls/MsFortune
All kinds of stuff is in the game systems guide now. I can’t wrap my head around that…
For this part: “Damage scales as the combo gets longer.”
For moves that do over 999 damage, the damage prorates to the lowest point at the 11th hit.
For moves that do under 1000 damage, the damage prorates to the lowest point at the 14th hit.
So, if you’re doing a combo and it ends up being like 20-30 hits, all those attacks will already have been prorated for sure by the 14th hit.
If we are talking in maximum proration possible then yes. We would have to see what the average damage is for a standard combo up until the max proration point. If im right in understanding this, you could also reach max proration between the 11th and 14th depending on some moves in the combo doing 1000 or above and some doing less between 0 and 14 hits?
Added your name in the caption. No worries.
Nobody really has credit for anything right now. The MVC3 guide doesn’t have signatures in it but the ST guide does, so I guess it’s a style choice. The advanced tactics section in the character pages will be left blank until the game is out. Signatures would be fine in there for those who find the technology and can write it down or make a video on it first.
Actually, no. The first 2 hits are 100% damage, then the 3rd hit is 85% of the base damage of the move used, then it’s 85% of 85% of the base damage of the move used for the 4th hit, and so on and so forth. It’s a flat proration rate, making it easy to calculate.
I’ve updated my Damage Scaling Calculator I posted earlier with an example combo (of which you can edit to test out how a combo would play out). This shows how much damage a move would do if it were a certain hit number in a combo and any hit will always do the same damage when it’s a certain number in a combo.
So a base damage 400 will always do 109 if it’s the 10th hit, 93 if it’s the 11th hit, and 79 if it’s the 12th and so on.
Feel free to edit the numbers in the orange boxes to try out different number combinations for combos.
Thank you! I (still) really appreciate you giving me credit.
Edit: ok, NOW people should be able to edit the file on google docs. I set the wrong permissions to “edit.” And the code didn’t copy over for the example combo for some reason, so that’s fixed now too.
Major update: first attempt at explaining infinite prevention.
http://wiki.shoryuken.com/Skullgirls/SG_GameSystems#The_Infinite_Prevention_System
Minor update: move list tables re-done and not completely worthless on IE.
I have minor correction: while doing her AA throw Bella shouts “I’ll slap you… Senseless!” not “Silly!”. I’m pretty much sure about it.
Minor correction:
“s.LP > s.LP > s.MP > s.HP xx qcf+MP - The 10th loop, starting with s.MP”
the end “s.MP” should be “s.LP”
Maybe change: “Moves with Chains Infinitely do not trigger IPS.” to “Moves that chain infinitely do not trigger IPS.” for clarity, or put quotation marks around “Chains Infinitely” to denote that you’re using it as a noun.
And this actually confused me: “When a team goes under 20% health, it does not get 5 levels of meter and immunity to the IPS.”
When I first read it, I thought it was true, but didn’t believe it, so I looked at the source link and reread it and it denies instead of confirms. Maybe just leave this out to keep all info on what’s in the game instead of what’s not in it.
Excellebella = I think she can say both. She can also say “Gotcha!” I’m just picking the quote I like the most, to be honest. Either way this could have easily changed I will check it again soon.
Correction = Yes.
Chains Infinitely = This is the “rapid fire” property from other games. It’s special and different from other self chaining normals (like most jabs) that can only chain to themselves twice. Cerbella’s j.LP is the only thing that can Chain Infinitely so far.
Comeback mechanic = Official Mike Z troll.