Holiday Experiment - Versus-Series Style Superjumps
Happy holidays, I got you some extra air time!
I'd make some jumping for joy joke but it'd be awful so consider this your reprieve.
This is a large change, it invalidates many combos but provides many new ones, opens up new neutral gameplay, etc. I've wanted to try this for a long time just to see how it goes. It may turn out to not be very "Skullgirls" but the best way to learn is by doing - that's what the Beta is for!
This is by no means final, and I'm very sad I have to explicitly state that, hello internet. See what you think, maybe it's fun.
- Everyone has double the takeoff velocity for superjumps, and has air control with the joystick.
- Hitting with a normal during a superjump cuts your upward velocity in half, just like all the old Versus games.
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Just for this experiment Painwheel's flight speed (in all directions but especially upward) has been increased to help it compete with superjumps.
General
- Final in-game portrait for Big Band, not recycling an animation frame. Heh.
- FINALLY fix the RoadRoller-letting-Peacock-move bug, after two years! THANK YOU BAIKEN for finding a consistent way to do it!
https://www.youtube.com/watch?v=zc4zk5QsFr4&feature=youtu.be
- Bugfix: Big Band's j.LK now follows the same rules as other multi-hit highs, rather than only being high for the first hit even if the second hit is the one that makes contact.
- Bugfix: Big Band's ground parry no longer ends up standing in the air vs certain moves like Double's Lv3. Thanks Ninja.
Beta Experiments
- Reversal window after hitstun/wakeup is now 2f instead of 4f.
- Assist vulnerable time before attacking 2f -> 4f. I actually don't think I like this, but again, Beta is for trying.
- Valentine can counter bursts, with both versions of her counter super.
- Daisy Pusher specifically disallows tagging for 4f after it goes active, all other actions by the enemy are OK.
- KK is now a dash shortcut and a valid pushblock command just like PP. I was against this, but realistically I have no logical reason why not so let's try it. (Beowulf's chair grab outprioritizes dash, but I will consider other motions for it if this stays.)
- Fix Fukua's HK Drillationship wrong 3f of invincibility as assist.
Beowulf
- Full movelist with real names.
- Non-rough animation for Gigantic Arm.
- Real animation for backdash!
- Add Lv3,
Three Wulf Moonsault, QCB+PP / 214+PP.
- Add Lv3...wait, what?
Two Lv3s? Yep. Add Lv3,
Wulfamania, 360+LP+LK. Return of the 2-hit headbutt!
- Taunt input is now LP, MP, Fwd, LK, MK (Talbain's Moment Slice). I greatly prefer this to HCBx2.
P.S. I don't know if this is intentional or not, but if you time it just right you can get the second hit of Beowulf's s.MP to proc before your opponent can come out of hitstun.
i also dont like that it makes most of the restands ive got in my muscle memory impossible :^P
thank you for giving beowulf a 360 grab though!
PW's flight is limited to a certain height above where the opponent is, always has been. If they superjump you can fly up there, otherwise you can't run away. Flight works the same way in MvC2 and before.
@Cajun
His development process is still geared toward the regular game, superjumps change very little for him anyway.
(And the Marvel-versus series doesn't have aerial exchanges, that's TvC and its sequels. ;^)