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Bubble-T posted:With all the magic and technology in fighting game universes you'd think they could invent some sort of sports bra. This reminds of when SNK was the best company ever in the mid-nineties and put out dozens of short comics making fun of themselves and their characters. The best one was this one where Mai is complaining about how her costume is causing her massive back pain and giving her stretch marks before 40. So she goes back to using her FF3/Real Bout costume and there's all these reasons for why it's better like the better support and whatever. Then the last panel is a bunch of pervy looking guys looking this outfit on a drafting table going "Hrmm...breaks continuity...shows too much leg unrealistic...decreases flexibility..." and literally every excuse that exists. Eerily prophetic of female fighting game character design today.
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# ? Dec 22, 2011 14:01 |
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# ? Jun 1, 2024 10:37 |
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Gamest Mook posted:aaaaaaaaaa 42 hit combo is "meaningful" lol
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# ? Dec 22, 2011 15:48 |
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Here's Painwheel: https://www.youtube.com/watch?v=8vLAKcyIChw
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# ? Dec 23, 2011 03:33 |
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iPodschun posted:Here's Painwheel: Oh my god its super Blanka!
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# ? Dec 23, 2011 05:42 |
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SpaceBees posted:Oh my god its super Blanka! If you mean the ball roll it's actually more like Sonic.
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# ? Dec 23, 2011 05:59 |
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Skullgirls looks fantastic. It's just disappointing that there's so much shameless pandering in there, because it really does look fun.
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# ? Dec 23, 2011 06:02 |
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Fiction posted:Skullgirls looks fantastic. It really does look fun. This is a good post that in no way stupidly trips an argument we had three pages ago. Can't wait for this game.
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# ? Dec 23, 2011 06:30 |
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Happy holidays, FGT
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# ? Dec 23, 2011 20:23 |
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scuz posted:Happy holidays, FGT Jingle bells, Rufus smells, Wesker had a gun.
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# ? Dec 24, 2011 23:01 |
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scuz posted:Happy holidays, FGT What a homophobe.
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# ? Dec 24, 2011 23:18 |
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Merry KoFsmas to all, and to all a good fight. Make sure to leave some Chocolate Chipp cookies out for ol' St. 'Nick Wright.
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# ? Dec 24, 2011 23:28 |
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T'was the night before Noel and all across the sea Not a normal was active, not even 2D
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# ? Dec 25, 2011 01:50 |
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More Skullgirls videos. Dacidbro (Painwheel) vs. Mike Z (Cerebella): http://shoryuken.com/2011/12/24/friday-night-skullgirls-dacidbro-painwheel-vs-mike-z-cerebella/ Valentine combos https://www.youtube.com/watch?v=MoTe9HyMGRg
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# ? Dec 25, 2011 02:11 |
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They really need better voice actors.
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# ? Dec 25, 2011 02:13 |
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flatluigi posted:They really need better voice actors. Says you.
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# ? Dec 25, 2011 02:36 |
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Valentine has Dio Brando knives
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# ? Dec 25, 2011 02:37 |
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give every character a dio reference, you're already set with peacock! Last character had better have the no respect walk.
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# ? Dec 25, 2011 02:39 |
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Saxophone guy needs a big ol' glass of wine/blood.
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# ? Dec 25, 2011 04:45 |
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It's possible I'm misunderstanding something about the loop stopping system, but the combo videos that have been posted for Skullgirls so far all seem to have some loops in them that go unbroken. I'm assuming that they wouldn't demo combos that the system is designed to discourage or prevent, so what am I missing?
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# ? Dec 25, 2011 05:04 |
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The Rokstar posted:T'was the night before Noel and all across the sea The nails were placed through the stage with care In hopes that Bang would dash through the air
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# ? Dec 25, 2011 05:07 |
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UberChair posted:The nails were placed through the stage with care And everyone came, and some you may know; Mayors with lariats, complete with mustaches, Q-Bees with stingers and instant air-dashes.
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# ? Dec 25, 2011 05:14 |
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scuz posted:"There's room for all," said the jolly Ono. Fei Long with his rekkas, and Yun with his lunges, Even Jin Saotome with Blodia Punches. Came fighters and fightettes of all shapes and sizes, and Jean lit up the hearth with a "DARK PHOENIX RISES"!
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# ? Dec 25, 2011 05:27 |
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chumbler posted:It's possible I'm misunderstanding something about the loop stopping system, but the combo videos that have been posted for Skullgirls so far all seem to have some loops in them that go unbroken. I'm assuming that they wouldn't demo combos that the system is designed to discourage or prevent, so what am I missing? I'm assuming that the system doesn't count something as a loop if there are slight variations in the moves used.
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# ? Dec 25, 2011 05:33 |
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On the twelfth day of Fightmas, my Ono-san gave to me... 12 Comeback mechanics 11 Ultra combos 10 Input shortcuts 9 S-Kills lying 8 R.Mika outfits 7 Option selects 6 Vortex characters 5 Golden Gems 4 Shoto clones 3 Dive Kicks 2 Paid updates And a Blanka in a twitpic.
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# ? Dec 25, 2011 05:35 |
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PalmTreeFun posted:Fei Long with his rekkas, and Yun with his lunges, But all were not happy on this Noel Eve. From his fortress in Thailand one man wished to leave. Restless in his bed slept the lonely M. Bison, Dreaming the death of a frustrating American. chumbler fucked around with this message at 06:05 on Dec 25, 2011 |
# ? Dec 25, 2011 05:35 |
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What's the difference between vortex and rushdown characters? I know how they play differently but I'm having trouble explaining the distinction to a friend.
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# ? Dec 25, 2011 05:40 |
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Brannock posted:What's the difference between vortex and rushdown characters? I know how they play differently but I'm having trouble explaining the distinction to a friend. Rushdown: Presses offensive advantages. Generally very oriented on gaining aggressive momentum and sticking with it. Vortex: A subset of said characters that puts you into a knockdown situation where the enemy has an extremely low chance of guessing right to escape the followups, which all feed back into the same low-chance of escape mixup. Hence, once you enter the vortex, you don't escape.
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# ? Dec 25, 2011 05:43 |
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chumbler posted:It's possible I'm misunderstanding something about the loop stopping system, but the combo videos that have been posted for Skullgirls so far all seem to have some loops in them that go unbroken. I'm assuming that they wouldn't demo combos that the system is designed to discourage or prevent, so what am I missing? Here's the rules as I understand them: -Whatever you do on the ground at the start of a combo is ignored by the loop detection. -After you launch, loop detection kicks in and start taking note of what moves you use in each section of a combo. I think a section counts as something like jumping after a launch to landing, or landing to jumping again but I'm fuzzy on that so ask jmcrofts. -If a section starts with a move you've already used anywhere in the combo, it triggers loop detection and they can burst. If you watch that last Valentine combo where she's doing a lot of jumps in the corner, notice that each jump section starts with a different move until eventually she uses the body bag. I think that Painwheel purple mode combo with four ground bounces works the same way. I might also be real wrong about the combo rules.
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# ? Dec 25, 2011 05:50 |
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chumbler posted:It's possible I'm misunderstanding something about the loop stopping system, but the combo videos that have been posted for Skullgirls so far all seem to have some loops in them that go unbroken. I'm assuming that they wouldn't demo combos that the system is designed to discourage or prevent, so what am I missing? Variations of a loop can help prevent it from kicking in, but the infinite prevention system is a simple loop prevention with a ton of exceptions coded into it. I would say a lot of the loops you see in those videos are ones that are hard coded in to be allowed for X number of reps or have properties built in to allow them to loop but not be infinite.
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# ? Dec 25, 2011 05:51 |
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It's possible that Painwheel's level 3 could ignore the loop detection while it's active, but I don't know and I'm pulling this entirely out of my rear end.
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# ? Dec 25, 2011 05:52 |
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chumbler posted:But all were not happy on this Noel Eve. Better than the rest, the top tiers they came Players button-checked, and called them by name: Now Viper! Now Doom! Now Magnus, and Wesker! On Nova! On Hawkeye! On Vergil and Spencer!
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# ? Dec 25, 2011 06:21 |
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UberChair posted:Better than the rest, the top tiers they came Last of all did the bottom tiers show. Tron, Arthur, Hakan, and Hsien Ko. All were not ready, said Benimaru. It was time for the feast, but where was Ryu? chumbler fucked around with this message at 06:50 on Dec 25, 2011 |
# ? Dec 25, 2011 06:35 |
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Loops like the Ms Fortune headbutt loop work because each section (which are separated by the head attack) starts with a different normal. Once you run out of normals you can't continue the loop without triggering an infinite. The painwheel lv3 air throw loop is the same thing. Every time he starts a new section (which is after each ground bounce), a different air normal is used which lets you avoid doing a true infinite. Again, you can only do a few reps before you run out of normals. There are almost no character or move-specific exceptions to the IPS, the only "big" exceptions are that the first ground section of a combo is ignored, and you can't trigger an infinite during your first jump. The only character-specific IPS exception I can think of is that Parasoul can trigger an infinite by repeatedly chaining into and out of her headstomp move, even though technically it's only one really long combo section. There are no loops that are hard-coded to be acceptable by the IPS, if you see a loop it's either a. at the beginning of the combo so you get an ignored section or b. each section is started with a different normal.
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# ? Dec 25, 2011 06:39 |
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Hark! How the orbs Sweet purple orbs All seemed to say Please stay away Oh, how happy are their sounds Gayly they spin while Rose says Soul Spiral all their life away Merry Christmas from the bottom tier.
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# ? Dec 25, 2011 06:49 |
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Justin Wong uses Iron Fist Taking SCR with his supple wrists Noel brown says if is free but he lost that day, 1-3
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# ? Dec 25, 2011 06:58 |
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Jmcrofts posted:Loops like the Ms Fortune headbutt loop work because each section (which are separated by the head attack) starts with a different normal. Once you run out of normals you can't continue the loop without triggering an infinite. I tried to ask Mike about this but either he didn't see the post or ignored it so maybe you can illuminate this: I was told if you start with a jumping move, that counts as a jumpin and is free (and I believe precedes the two free ground sections). Does that section only end when you land? If not I don't see how this combo works...
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# ? Dec 25, 2011 08:43 |
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http://www.youtube.com/watch?v=tV4QGR_BTyo&t=12m32s Hot loving drat, this system has the craziest poo poo. It really does remind me of every FG system in recent memory crammed into one. Too bad it really dropped off the radar. Oh well, I guess I have my overpriced import copy of BB:CS:EX for entertainment. The more I see of CC, though, the better it looks.
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# ? Dec 26, 2011 02:30 |
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Apparently CC's filled with braindead infinites, last I heard. It's too bad.
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# ? Dec 26, 2011 02:32 |
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flatluigi posted:Apparently CC's filled with braindead infinites, last I heard. It's too bad. Seriously? gently caress my life. Well, I guess that means they're taking time on the console port to patch that stuff out then.
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# ? Dec 26, 2011 02:34 |
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# ? Jun 1, 2024 10:37 |
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flatluigi posted:Apparently CC's filled with braindead infinites, last I heard. It's too bad. There isn't a single practical infinite in the game? There's only even one known one and I've never seen anyone do it in a real match (presumably because it's super situational). And yes they're working on a v1.1 patch, which is to make one of the boss characters playable and fix some bugs. The only thing really questionable about the game is that Exceed Mode is super-duper strong. That is basically to say, once you have max super meters, the other person is gonna die the next time you hit them. This is a little weird when combined with how well some characters can build super meter by wiffing specials. The unfortunately result of this is that other uses for meter are far less useful, so even though there are tons of systems in place, you don't see a whole lot of them by comparison. So there's nothing really wrong with it, but it is kind of janky in that regard. It sort of reminds me of Alpha 3, minus the dumb rear end infinites. The character balance is also very good BTW. There's some obvious best characters, but they haven't seemed to be substantially better than anyone else. Edit: v1.1 is already out actually, so it seems. about Exceed mode may very well be outdated at this point as well, also seems like they greatly lowered the rate of meter gain in this version, and did some character rebalancing. Edit2: Yeah they at least nerfed the Overheat time of Exceed mode a fair bit, it's 20 seconds now as opposed to 12. Not sure about damage scaling or all that though. Gwyrgyn Blood fucked around with this message at 04:15 on Dec 26, 2011 |
# ? Dec 26, 2011 03:05 |