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  1. #321
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    Well this game is about to get way less stupid. Too bad they didn't say anything about softening proxy guard a bit, but I can live with that if it doesn't mean a dead character whenever it screws me up.

  2. #322
    You just got served THE CALLISTO SPECIAL
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    Quote Originally Posted by Thulius View Post
    Well this game is about to get way less stupid. Too bad they didn't say anything about softening proxy guard a bit, but I can live with that if it doesn't mean a dead character whenever it screws me up.
    The thing that honestly kills me the most outside of getting thrown in the corner is pushblocking against multiple hits leaving me exposed instead of being a viable way out of the corner. Well, that and Filia having awful normals.

  3. #323
    Resident Moogle
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    Parasoul tears scale damage based on ratio. Was wondering earlier what it meant by scale when I read the notes.

    Watched the vid, load times improved on 360, or at least Mike's debug kit, and mid-game hitboxes got removed, with their 'fix' being the sprites displaying in at a lower rez momentarily while the normal resolution assets finish streaming in.

  4. #324
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    Thulius let me know if you want to get some games sometime, I managed to replace my PS3.

  5. #325
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    I'll probably be around tomorrow after 6pm est or so, I'm down to get some matches in then.

  6. #326
    You just got served THE CALLISTO SPECIAL
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    Full patch notes, still subject to change

    Skullgirls Patch Changes

    • Added New Tournament Mode
    • All colors are available in tournament mode.
    • Sparring mode is not available in tournament mode.
    • Tournament mode starts you off in button check after controller select and before character select so you don’t forget to do it.
    • Unplugging a controller after a match takes you immediately back to controller select.
    • Match options cannot be changed off the default options in tournament mode.
    • Tournament mode will not grant you achievements, so the game will not freeze during gameplay.
    Global Changes

    • Infinite prevention system now treats standing normal, crouching normal, and command normal as the same move. (Example, s.LP, s.MP, s.HP, c.LP, s.MP, s.HP previously wouldn’t trigger the iPS late in a combo. Now it will because s.LP and c.LP are both considered “grounded LP” for the purposes of detecting infinites.) This makes combos shorter and makes the game more “resetty”.
    • Hard tags now count toward the IPS.
    • DHCs no longer reset the IPS in some instances.
    • Random situations in which the IPS triggered without actually performing a loop after a one frame link have been fixed. (One frame resets still do trigger the IPS.)
    • The throw tech window has been increased by 3 frames after a grab. (Cerebella’s air command grab is not affected.)
    • Hit-sparks no longer change to pink when comboing an assist character.
    • When comboing a character after death, they become immediately invincible after the infinite prevention system is triggered, ending the combo.
    • Assists now take 20% more damage when hit, up from 6%.
    • DHC freeze glitch has been fixed.
    • Alpha counter bugs have been fixed.
    • Forward techs no longer take priority over backward techs.
    • Redundant achievement freezes have been removed.
    • Fixed an issue where characters would transform into hit-boxes while art was still streaming. Instead, they briefly turn into de-resed versions of their normal art. Mike Z describes it as “looking all eight bit.”
    • Assist inputs are now more lenient.
    • Assists can now be called six frames before you can normally act.
    • LP+HK and LK+HP are now assist 1 commands for pad players.
    • Double jumps no longer cancel their momentum when put into pre-block.
    • Menus now wrap.
    • Online performance has been tweaked to avoid slowdown on bad connections.
    • Glitches involving the game freezing when choosing to change stage have been removed.
    • PS3 matchmaking has been altered. Matchmaking is now more lenient. Only three tiers are available.
    • New regions are available for matchmaking.
    • Save data corruption has been fixed.
    • New training mode options and in-game move-lists are planned.
    • US vs. EU crashes have been fixed.
    Cerebella

    • Excellabella is now easier to input on the custom assist menu.
    • Merry Go-Rilla does the correct ratio of damage as an assist now.
    • Excellabella’s range has been increased.
    • QCB+LP might be added as a secondary motion for her projectile reflect.
    • Glitches involving a snap back hitting an armored move have been fixed.
    • 360 protection now applies to double jumps so you can spin the stick in the middle of a jump in order to throw when you hit the ground.
    • Cerebella’s run throw no longer whiffs on crouching Valentine.
    • Fixed a problem where Cerebella’s run throw would occasionally push back the opponent much further than it was supposed to.
    Double

    • No longer gains meter while Catelite Lives is active.
    • Hornet Bomber H no longer has invincibility on start-up.
    • All versions of Hornet Bomber now cause techable knockdown. (Mike Z made a point several times to say that he personally thinks that the Hornet Bomber changes are unnecessary but he is being forced to make them.)
    • Jumping HP now causes 27 frames of hit-stun down from 37 frames.
    • MK followup and HK have both slowed down by 3 frames each and have slightly less hit-stun
    • Nightmare Legion is 2 frames slower on startup.
    • Nightmare Legion’s animation is faster.
    • Nightmare Legion knocks you in the opposite direction after it completes.
    • Nightmare Legion now causes techable knockdown.
    • Nightmare Legion’s damage has been reduced.
    • Nightmare Legion no longer stops when an opponent dies in the middle of it.
    • Double is no longer invulnerable during Nightmare Legion.
    Filia

    • Air Hair Ball can now be negative edged.
    Ms. Fortune

    • Ms. Fortune’s head flies approximately a screen’s length away from you after OMNOMNOM. This happens both when the move ends and when the opponent is hit out of it. It will always fly in the direction opposite of the nearest corner.
    • Mike Z said another OMNOMNOM change will be made but it is not implemented yet.
    • The last hits of Headless Furserker Purrage now hits all crouching characters.
    • Rekka timing is now more lenient.
    • Bugs involving strange head movement after death have been fixed.
    Peacock

    • Input window for her level 3 is now more lenient
    • Teleport now has three more frames of recovery
    Parasoul

    • Tear explosions now scale correctly based on ratio.
    • Tears now do damage to Marie.
    • Blockstun from tear explosions are now three frames shorter.
    Painwheel

    • Minimum damage on Buer Thresher has been tweaked.
    • Painwheel’s tag in no longer starts you at combo stage 1.
    • Spin-Dash’s move input has been changed to hold down, mash kicks. It activates when 4 kick buttons are hit within 35 frames. It can be pianoed.
    • Spin-Dash can be canceled with a punch button.
    • Painwheels forward heavy kick command normal now has a shorter window for followups.
    Valentine

    • Flatliner no longer stops when an opponent is killed in the middle of it
    • Flatliner no longer interacts with assists or Ms. Fortune’s head
    • Level 3 is now faster.
    • The animation of Level 3 can be skipped by holding punch.
    • Green (stun) poison wears off more quickly when the opponent is in hit-stun. Makes it harder to do extended poison combos. Removes many combo options along with IPS change.

  7. #327

    Woah, Double is nerfed to hell lol... I welcomed the buttslam nerf but the rest... damn.

  8. #328
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    Yeah Double got raped. H hornet bomber was already worse than M as an assist for everyone except maybe Peacock, and now she has no meterless way to get in on zoners at all. New IPS destroys her damage and it's not like her reset options are significantly stronger than anyone else's. I don't understand what they want this character to be any more.

  9. #329
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    On the other spectrum I think Filia needed a tiny bit of help and they made almost no changes to her lol

  10. #330
    Shimmy shimmy ya shimmy yam shimmy ya
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    Ultrachentv on right now with Mike Z explaining the changes.

    http://www.twitch.tv/ultrachentv?utm...nt=ultrachentv

  11. #331

    More patch notes coming from Ultrachentv linked above:

    http://shoryuken.com/2012/05/23/addi...-ultrachen-tv/

    General Changes
    • Five frame leniency buffer has been added for chains, allowing you to do combos with “marvel timing.”
    • The second player can now config buttons in in training mode and the options menu.
    • Holding down buttons no longer locks inputs in button config.
    • As long as the second player has hit one button in button config, button config won’t close for them when another play chooses “accept”.
    • Air normals and air command normals are now counted as the same move in the iPS.
    • Mike Z said the IPS changes has reduced everyone’s maximum damage output by 1,500-2,000.
    • Mike Z hopes the patch will come out mid-June though the date is not official.
    Double
    • Hornet Bomber causes untechable knockdown again.
    • Hornet Bomber bounces you lower than it used to. It still lets you follow up with a combo but it’s more likely that you will use up your OTG.
    • Hornet Bomber cancel window has been reduced.
    • Double’s first medium kick has been slowed by one frame.
    Ms. Fortune
    • Rekkas can no longer be canceled into head recall
    Peacock
    • Meter gain on GARBAGE DAY has been normalized. Now builds a third of what it used to.
    • Peacock gains a third of the meter she usually would when charging an item drop.
    • Peacock’s teleport now ends closer to the opponent than it used to.
    • Peacock’s teleport is now four frames slower on recovery, but starts up faster.
    Cerebella
    • Cerebella has received an across the board damage nerf. Her basic combos do about 1,500-2,000 damage less.
    • Jumping MP knocks you down further than it used to. j.MP-j.MK no longer works in the corner.
    Parasoul
    • Nothing else has been changed since the last build.
    Valentine
    • Valentine’s jumping hard punch now knocks you higher in the air
    Painwheel
    • The tweak to Buer Thresher’s damage scaling has been returned to normal
    • Painwheel’s new Lightning Legs style pinion dash can be chosen as a custom assist by pressing down and two kicks.
    Filia
    • Trajectory on the first hit of Fenrir Drive has been slightly changed. It can now DHC out of EKG Flatliner.
    • Fenrir Drive has been given slightly more recovery.

  12. #332
    You just got served THE CALLISTO SPECIAL
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    Err...idk how I feel about these...the chain frame addition is nice for me I guess since one of my big problems is magically dropping basic ass chains that should be automatic, especially something like Filia's s.lp > s.mp doesn't have that lenient of a window, but 5 frames seems like a whole lot. Valentine's j.hp punch might actually completely fuck my program up, going to likely make all of the current normal restand combos not work.

  13. #333
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    I really need a trial mode for this game, I have no idea where to start lol. I forgot how aggravating being a complete beginner at a fighting game is.

  14. #334
    You just got served THE CALLISTO SPECIAL
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    Quote Originally Posted by Tohmane View Post
    I really need a trial mode for this game, I have no idea where to start lol. I forgot how aggravating being a complete beginner at a fighting game is.
    Hit up SRK. To start most combos are just Marvel 3ish ABC launch jump ABC special super, and refine from there. Who are you looking at playing so far?

  15. #335
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    Yeah, I never really played marvel either heh. Did check SRK but failed in navigating then I guess. Currently I'm looking at Valentine + ...either Double or Ms. Fortune or Painwheel. This comes down to just being ass with no character experience at all besides dicking around in training mode and the very easiest on story mode, but Double feels clunky, although grotesque blob ftw. While I like the aestethics behind Ms. Fortune aswell, her head mechanics are a turn off, especially the part where it gets detached if you're counterhit. As for Painwheel, she handles weird. Kinda like Double I guess.

  16. #336
    You just got served THE CALLISTO SPECIAL
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    I can help with Valentine basics, but the only character I know outside if that is Filia atm. I'm working atm but I'll post Val tips when I get home.

  17. #337
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    I'd appreciate that very much. SG progress is slow due to D3 lol

  18. #338

    http://shoryuken.com/forum/index.php...crease.161175/

    Come vote. I'd like to see a tiny bit speed increase too :D

  19. #339
    You just got served THE CALLISTO SPECIAL
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    urgh lol, I actually gotta vote against that. Defending is already hard in the corner and when two assists are out, patch notes so far look like the game will be perfect for me, I don't want it to become Marvelesque WHAT IS HAPPENING I CAN'T BLOCK

  20. #340
    If I screw up again Im gone forever.
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    Hopefully I'll pick up SG this weekend, and I'll put in time. Calli you ready for some freeness?

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