Skullgirls ∞Endless Beta∞

Skullgirls ∞Endless Beta∞

Halloween Skullgirls Beta Patch Notes

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castem Nov 1, 2013 @ 10:16pm 
Oh, and I've noticed some kind of sound-muffling whenever you're in a left corner (whether it's the actual left corner or a temporary one created by Center Stage). I've only noticed this in the beta (not in the retail version), so I've no idea what's causing this.
I realize it's not related to the changes, but I thought it was still worth mentioning.
castem Nov 1, 2013 @ 10:13pm 
Well, here's my feedback:
Assist-combo-start scaling: great idea! Love it. Helps deal with the invincible-assist-spamming you tend to see (a huge plus in my opinion)....well, it helps deal with the damage anyway.
Counterhit bonus damage: another great idea. I thought counterhits dealing more damage and/or having special effects was standard in fighting games by now (I'm surprised I didn't notice that Skullgirls didn't already have this).
New IPS Test: mixed feelings. No more undizzy is a huge plus for me (especially since I main Cerebella), but I'm having a hard time wrapping my head around the "can't link off the same move" part that's been added. I don't mind shorter combos in general (again, Cerebella player here), but I'd at least like to make sense of them. Overall, though, I like the new IPS change. Once I get over this initial confusion, I believe I should come to like the new system more than the previous one.
RetroStation Nov 1, 2013 @ 5:28pm 
Not really diggin' the new IPS, since Squigly's stance cancels are nothing BUT links.
Mike Z  [developer] Nov 1, 2013 @ 4:58pm 
Not likely, that was too nice no matter what. Considering there are already 10k combos under this since no undizzy, that request makes doubly little sense. :^)
dravidian Nov 1, 2013 @ 4:30pm 
With this stricter version of ips that counts links and chain starters, any chance we'll see the return of crouching and standing attacks of the same strength not being counted as the same attack as a experiment?
Mike Z  [developer] Nov 1, 2013 @ 3:04pm 
The new thing is that you can't link OFF the same attack twice. So s.HP -> link, s.HP -> link, doesn't matter what you do after that you're done.

It's possible, that's why it's the Beta! Without undizzy, combos are as long as you can find. Got an example?

Yeah, no more j.HP loops, but you have j.HK, j.Shuriken, and can still do some pretty good stuff. It's just different. But, this is why it gets tested!

Don't know, depends what people like.

Interesting to see people mentioning possible 100%s in the same thread as people saying combos are gone.
avil Nov 1, 2013 @ 10:16am 
Wow, this is really heavy changes, looks like reboot. Not sure, what about "personal" charm of SG (with current system SG little more close to common fightings, just need to add a fast recovery instead of IPS), but now fight feels better. Do you gonna stick with it?
HooliganComboFTW Nov 1, 2013 @ 9:56am 
Digging this patch to make combos relatively shorter + got rid of boring loops

Sweet Art gallery too, but there should be updates to the main menu by getting rid of the "Art Gallery Coming Soon!" Prompt. Also roughly 60 pictures in so far so that means another 500~ left to go since last image goes to 60~/500~?

Also there been speculations for about a month now, but is French Bread doing something special for a certain Skullgirls character in a certain game :>) ?
darklightjg Nov 1, 2013 @ 9:54am 
This was a little lengthy (past the character limit IPS), but please read my feedback on this on the Possible new IPS thread on the skullheart/ forums. It has numbers..

Basically I don't like how it gimps Valentine and the details of why is posted on the thread

I don't know how this affects the other characters, but I never really minded what they can do to me from opening me up as long as I could do what I liked to them if I opened them up.