I never thought leaving the downed characters on screen would make much of a difference to me, but seeing this latest match it definitely does. Much easier to keep track of the match as a spectator this way as you don’t have to refer to the health bars to refresh your memory on who has which characters alive or dead.

The KO’d characters on the ground look hilarious too. Love it. :smiley:

You can also teabag them during the match with the last character.

Mike Z take my money…take it all. I NEED THIS GAME NAO!!! TAKE ALL MY MONEY.

*taco bop

About air to ground stuff, are there specific normals that bring them back to standing or is it just being close enough to the ground while being comboed that snaps you to standing? Just curious.

I very much approve of your Valentine avatar.

This video warmed my heart :3

I asked this before, it’s just being in hitstun when you hit the ground during a combo I think.

If it works this way I think it’s easiest to get when using specific multi-hit air normals. Filia has a hula-hoop buzzsaw (air MP?) that seems to land people pretty easily. Parasol has a multi-hit pogo stick looking move that does that same thing at around 0:59 in the recently posted match video.

I believe that is her air HP.

Oh yeah, if you guys wanna’ know some of the character’s moves check these forums:

Peacock
Parasoul
Filia (Normals and Specials)

Cerebella doesn’t have one yet, Filia’s is still split up between two different posts and all of them are still currently being worked on. But those are all of the characters moves that are up on Dustloop.

I learn something new every time I visit SRK, whether I want to or not.

We have the press-start-to-choose color menu working, but ours also shows you the buttons to use as a shortcut for that color if you want to skip the menu next time.

[edit] Air-to-ground combos work by having your opponent touch the ground while in non-knockdown hitstun. So anything that would make you bounce in MvC2/XSF will stand you up in SG.

You’re welcome :smiley:

Thus why men will be DLC.

Has any information leaked out or been mentioned as to how Squiggly will play?

I got into an argument with a friend last night about learning ‘long combos’.

His point was that you basically can’t be good at the game if you don’t put in ‘x’ amount of hours into training mode to learn the combo you are basically not good at the game, or that the game creates an artificial barrier because of it. He’s seen a few videos of the game where the combos supposedly go on for a while (the only one I can even recall is the impossible one Mike’s done early on with Filia / Cera for demonstration purposes) and he’s put off by it.

I don’t really know what to tell the guy. I told him the notion of going into training mode and not leaving for hours is exciting to me because of the amount of potential each character has to work with, but the notion of the game’s BnB’s being 5-10+ second long ordeals just completely rubs him the wrong way.

:S

Long combos are important at high levels, but you don’t need to have A++ execution or grind out training mode for a long time to have a chance of beating anyone. I just went into training mode and did my regular filia BnB, a fairly long and tough combo involving a launch, airdash cancelling, and re-grounding the opponent, ending with a ground combo into DP super. It did about 4k damage (1 on 1), a little less than 1/3 of a bar. Then I did a simple combo: cr.lk, cr.mk, cr.hp xx hairball xx DP super, it did about 3k damage, 3/4 the damage of the really hard combo with about 1/100th the effort.

It’s more important that you be able to get hits (learning to mix up, control space etc) and are able to block your opponent’s attacks then you be able to pull off the absolute most techincal and damaging combo possible.

I actually have a LOT of arguments about this, and the saddest part is they have a valid point. I mean, screw all this “combos are hard” stuff. That’s just a lack of desire to learn the game. However, the “5-10 second combos are unfun” argument is one of the only scrub sounding arguments that has honest validity.

Look at it this way. Let’s say you are playing monopoly, and your opponent takes FOREVER to take his turn. That’s kind of what a long combo is like in a fighting game. Its a period of time while the game is running but one player can do nothing, and that’s kind of annoying.

Other games introduce things you can do while in hit stun, like bursting and teching out in blazblue. That doesn’t necessarily mean that those games are better though.

Skullgirls actually seems to come at it from a different angle. It’s combo system is more open, so you don’t have to spend hours in training mode. Honestly, I wouldn’t want SG to have a burst or “do something in hit-stun” mechanic because that’s not the type of game it is. Still, it’s a valid complaint and there’s not much you can do about it. Its a question of style.

However… since I always have the habbit of tossing out crazy ideas that may or may not be good, you know what could be interesting? The Skullgirls team already said they were gonna try to include pieces of advice after a match that could help you to learn how to play. Stuff like “You got hit by lots of lows, here play the block low tutorial.” Well, you could do something similar with long combos.

Skullgirls allows you to record a match and drop you down into the middle of it in training right? Well what if, over the course of the match, the game keeps track of which combo was longest (or hit hardest or otherwise nastiest or whatever). Then after the match it can ask you if you want to go to that point in the match in training mode. Then, you can see EXACTLY what hit confirm laid the pain on you and can look out for it in the future.

Honestly, if it were possible, I’d love to see match replays with highlighted points you can fast forward to that represent hit confirms. It’s kind of like how you can fast forward to kills in a COD replay. You could color the points green for yourself and red for your enemy, the exact same way. Unfortunately, while this would work for pro matches, newbie matches would have a bunch of tiny hit confirms and that might be too much.

imagine how fun it must be to get hit by an never ending combo. that’s why i rarely play blazblue. it’s also a pain to memorize everything at that.

Long combos or not, you’re going to have to put time into training if you want to beat someone. It’s fine if the combos are easy to do and you don’t have to worry too much about execution and more about strategy as a whole, it’s just that I hate this kind of mentality that you should be good without working for it.

That being said, I can understand how he feels about long combos. Don’t get me wrong, I love huge combos that show everything a character can do, but I can see why some people don’t like them. It ain’t fun to be on the recieving end if you don’t enjoy watching them.