can we make Cerebella’s s.hp chain into her s+f.hp? It would look really cool.
Was talking with Masta CJ and we both agree there should be a mechanic where when you’re getting comboed, you hit all the buttons and it instantly kills your character (kinda like a burst) when you know you’re fucked in a combo and just want to bring in your next character. The worst is playing matches, getting hit, knowing you’re gonna die, and having to wait like 30 seconds for your next character to come in.
Maybe there could be some sort of bonus for doing it, and possibly not allow it when you’re like, below 25% health or something so people don’t just do it at the end of a combo to get the benefit right before they die. Just an idea.
Only if it’s a dramatic end like the one below.
[media=youtube]U8zx9qxCSvM[/media]
That was the amazing. I approve of this idea. We can call it “recasting” to fit the film motif.
I dunno. I mean, what kind of bonus would the recasted character get? Also, hitting all six buttons would be somewhat unwieldy for stock controller players. And there needs to be some kind of drawback to keep 3-person teams from spamming the recast to make their anchor uber-powerful.
I mean I dont think they should get a bonus. I actually think it should cost meter to do it, other wise you could do it and valentine would just res them for free. I think it should function like bust(caught that typo but I like it) except the opponent always gets sent to the other side of the screen and both characters are put into a recovery state. That ways instead of a player getting some sort of advantage the match is temporarily set to its neutral game.
EDIT:
The only advantage, i suppose, would be that the incoming character doest have to deal with incomming mix ups.
Hmmm…also if the opponent was planning on dhcing then they couldnt switch safely. In that case the opponent should be able to tag characters without losing redlife in that single instance, but both players should be able to act at the same moment.
That way one player avoids a mixup and the other gets to tag and keep their red life and meter
What about giving a bonus, but also destroying the body of the comboee so that they can’t be revived by Valentine?
Also, there should be some sort of counterpart for solo characters, because they really need something in order to be as effective as the teams.
Adding a bonus for burst-icide would be like giving you a bonus for making a mistake, and giving your opponent a penalty for their hard work for connecting and perfecting that combo you know is gonna kill you. What about, for a penalty for using it, you sacrifice half the meter you gained from the combo you are currently in and give it to the opponent? That would prevent players from using it at the very end of long combos and keeping all that meter, while giving the comboer a bonus for that combo hat the opponent dreads. You also shouldn’t be able to use it during a super, preventing you from wasting their meter, or the being afraid to use meter if you can waste it.
Before seriously considering it (at least as a solution for long combos, cause I like suicide cinimatics), we should wait and see this patch first. There’s no way it can be implemented before then anyway, and this whole 30 sec. combo situation will be dealt with after the IPS change.
I’m not a fan of comback mechanics. “Get off me” mechanics I’m fine with.
You’re right about solos though. I guess if you recast against a solo then the solo gets a portion of red life back. Solo’s get more damage and cant alpha counter anyway so I dont really think they should get a recast themselves. Maybe a “take 2” where they sacrifice their red life, 75% of their remaining life, and 2~all remaining meter to avoid dying. Not too bad of a sacrifice considering they’d lose the match if not given a burst option.
EDIT: +1 cool point for Zidiane
Don’t think this will be necessary after the IPS changes.
I would like to suggest a feature that measures the amount of points you get from Cerebella’s [4]6 hk attack. Other characters should also be given points for key swag moves, giving the player incentive to show off and measure their manliness with points rather than score.
I still think we need a panty shot counter…
I dunno, CJ was doing combos on me that still work after the patch according to him and they last like 30 seconds. And plus you can still do a combo, DHC, go throug that characters chains, DHC, go through the next characters chains, etc etc till they die so combos are still gonna be retarded long. I just hate that like 90% of a skullgirls match is being comboed. Also this is my personal preference but when you tech out of a combo in the air you really should have some invincibility / have a tech direction. Restand is so stupid and makes the resets way too free.
As for Recasting (I really like that name btw), how about you hit LP+LK+MP+MK and your character suicides in a burst animation, can be done while being comboed, and if it hits your opponent, they are blown away with a hard knockdown and gain a meter for being hit by it. Your other character immediately comes in with their tag animation, so if the burst hits, you get to bring them in safely, but if they bait the recasting, they can block and punish the hard tag that follows the burst.
That way, the opponent gains a meter they would have gotten for their combo (effectively having no advantage for just spamming recasting right when you get hit to deny the opponent meter gain), they can be baited and punished, and it prevents long combos taking over the entirety of a match. I like the idea.
Can we have the data table in training mode a slight bigger please? I’m a bit blind, so I need to zoom in on the data table about every time.
Another suggestion (that may take too much time) would be that the next upcoming character, (example: Squigly / Umbrella) would be studying in the stage, “Class Notes.” They would be “learning” how to fight with Mrs. Victoria! The desk seems empty and yearning for someone to sit there.
I like the class notes idea
One of Peacocks qcf mp’s should be a hand(preferably Master Hand) in a powerglove.
Small addition to the training options. In addition to having replays, can these replays be saved for future use? Say for instance I want to practice pushblockin a long block string combo by Parasol. I can’t play her at all but a friend of mine can. Could he come over, do the combo and then save it on the hard-drive for future use?
Even better, possibly send custom replays online so people can coach other people on how to do and/or avoid combos?
New combo system will carry over chains among characters. So, if you start with Painwheel for example, do the longest combo you can do, then DHC into Cerebella and try to use anything that the system already marked for Painwheel, the opponent turns pink. You’ll be able to contest all extended combos. Check the patch thread, it’s all there.
Ummmmmm… I don’t think so. It carries over the combo stage, so, you know, you start off in stage five and severely reducing your options, but it doesn’t carry over watched IPS buttons.
Yeah, my bad. Gonna have to see if it’s just the combo stage or also the buttons. The combo stage would just affect damage and meter gain, right?