Skullgirls Suggestions Thread (Please read OP!)

An indicator when Fortune’s head is offscreen but active.

What if the block signal changed colour when you take chip damage?
Or if you blocked a high or a low?

Instead of saying “Exit Game”, couldn’t it read “Exit to Dashboard” instead?

Can we change Cerebella’s input for Diamond Drop to hcf instead of qcf? It would make inputs easier. On occasion, when trying to call out Excallebella I’ll get Diamond Drop instead. Or if not, maybe an option to change the input from one motion (qcf) to the other(hcf)?

Also, if you put in the input for an air dash before you reach minimum air dash level, it will do it the moment you are at that minimum height, right? Well, could we get the same thing for attacks? I have a tendency to hit my buttons a little early (j.mp after a c.mk with bella, for example), and it blows not seeing the attack come out when I was a frame or two behind the “Input possible” portion of the jump. When I KNOW they should be in the process of cursing Cerebella’s inclusion in this game, and the hit just doesn’t come out so I kind of just do nothing, maybe get grabbed.

Which makes me think of something else. Can there be some kind of punishment for people who mash grab to tech in the middle of combos? Not, like, they get a penalty, but I just kind of want it to not be so effective. Although, grabs can be devastating, and punishing someone for trying to protect themselves from that seems kind of messed up. Maybe something like, if they hit a button so many times (relative to the combo count) while they’re in hitstun… something happens? Maybe an indicator to let both players know what he’s doing. Nothing that would affect tournaments, but for online, since you can’t hear him smashing those buttons constantly while you are attacking.

The sodium level in your blood seems high. Eat something sweet to balance it. Kappa

It just doesn’t seem fair if I’m repeating a specific combo to get someone in the groove of said combo, and then I unexpectedly throw out a grab it gets teched. It doesn’t feel like they read the situation enough to deserve that tech.

Then unexpectedly drop the combo so they get jump kicked in the face when their mashed throw whiffs.

Or they could be like me, who hit throw on any gap that seems a little too large, but are not mashing it. In which case, they should be rewarded, don’t you think?

Throw resets aren’t the only kind of resets in the game. Knowing they will try to throw, why not vertical jump j.HK (you’re Cerebella I’m assuming), land, combo? Why not Lock and Load or s.HK 1 hit into ground command throw, which can’t be teched? There are ways around that situation, especially for a grappler character.

BACK ON TOPIC:

Here’s a suggestion for the training room: in KOF13 they had this awesome setting for the dummy called 1-hit jump. What it did was that after getting hit or blocking, the computer would jump at the exact time it could. Then by you jumping immediately after your action, you could see (if both characters are the same) visually how much advantage you have from the move.

I know someone suggested adding the ability to attack immediately after hitstun, but jumping would be nice too. And throwing.

So maybe the ability to program what the opponent will do after blockstun/hitstun would be helpful.

I forget what game it was… I think smash Bros brawl… Anyway some game let you play vs mode by inputting your name into a list and then it would generate a round Robin lineup for you. This would be very useful for groups that have one player who is really good and thus don’t like winner stays in. If this could keep track of your win loss ratio it would make mixed play sessions much cooler

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If a mashing indicator was added, then there’d be no affect on what you do. And in those cases, you are rewarded with the tech. But there are people who mash it. I know there are other ways to do things (How come every time I mention something, people assume it’s all I can/cannot do?). It just ticks me off when I throw out a well placed grab bag and it gets teched becasue they are mashing tech. To check, I knock them up and do a neutral jump, and see them whiff grab mid air. What I suggested is that if someone who’s being comboed hits grab more times than there are hits in the combo, then an indicator of some sort could appear. It would also help that person get better, because mashing to try and tech will hurt them more than it’ll help.

That’s not going to help at all. Even if it’s Peacock doing a combo, if you hit the ground and start comboing, by then you’ll have like 6 or 7 hits in the combo, meaning they’ll be able to hit throw 7 times. But people usually only try throw tech if there’s a pause in the assault, so they’d be able to hit throw 7 times in that one opportunity. How again does that help?

Say you’re Valentine, otherwise known as Ms. Everything-I-Do-Hits-Thousands-Of-Times-And-Scales-So-I-Have-To-Reset-Often. One s.MK will add 6 hits. Using your logic will not help at all.

If your grab bag was teched, get it out of your head that it was well-placed. Just as much as you think we assume every time you say something it’s because you can’t get around it, stop assuming that every time the opponent tries to tech a throw they’ve been mashing it nonstop.

I know this isn’t a suggestion, but I just have to say again that this is basically a myth, Valentine’s damage output is very good, easily in the top half of the cast, probably top 3. I’m getting tired of people saying that everything scales badly, she has like two moves that scale badly, every character has moves that do that, i.e. Spiral Flare (Parasoul)

Here’s Valentine using a lot of her multi-hit moves using a BnB that works anywhere on screen on everyone getting well over 7000 with 1 bar.

[media=youtube]m_OankZ2oGc[/media]

A nice BnB that will be made invalid from 0:18 once the patch hits.

The new patch will end a lot of those combos because Mike Z said that a st. lp and a cr.lp now are the same for the IPS. So you can’t loop cr. and st. moves in combos anymore.

That’s not the point, you had no idea at the time when you wrote what you said about Valentine that IPS would be totally reformed. Now everybody is going go have to reset often. What you said still isn’t true.

Did you guys see the live stream of some patches for SG at FFA?

I can get 10.7k off a throw with Fortune, using Nom twice. So it’s still true, what I said. Valentine needs resets to maximize her potential because you just gave the opponent 2 or 3 meters without killing them. At 7k, you can’t even kill a member of a 3 person team with a solo character. That is pretty dismal.

umm, if your doing that fix with valentine with dhc into filias finrir drive. That same DHC thing happens when you use deathcrawl dhc into Finrir drive.

It’s more damage than Filia, it’s more damage than Peacock, it’s more damage than Parasoul outside of the corner, it’s a lot of damage, mind you from a grab, Ms Fortune can’t do that ALL the time outside of the corner. No one other than Painwheel can. And it’s 7,000+ with an even ratio. If you were solo and you did the combo you would kill a character on a team of three.

tl;dr: Valentine does a lot of damage.

She might as well do that; her combos are super finicky.