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Fighting Games Weekly | June 1-7 | QAisTopTier

Had a good set against GB earlier. He was working on counter poking me a lot which lead to an idea I had. Instead of doing an MP or HP I'd do a jab first and if I saw him stick something out, I'd go right in to MPxxHP. It's the first time I've really successfully whiff punished anything on purpose, albeit still around just a bait. I feel like this isn't quite on the proper whiff punishing level that I want to eventually get to, but it was interesting to see how that gameplay evolved. After doing that a couple times, I started to mix it up by walking forward more and doing nothing to test what would happen or just do a long ranged poke like HK instead of the jab to see if I could catch some movement while waiting for a punch of some sort.

Everything else I did was pretty low level in terms of damage and execution but I'm feeling really good about that experience.

gb's
online
reactions = jif worthy
 

jerry1594

Member
Understatement of the year. I've followed SG somewhat closely and I thought Mike Z would lose his mind. Intensely following the dev process on a truly balanced fighting game (what is there besides VSav and SG?) would open some eyes widely.
Seems like the gold standard for balance is Virtua Fighter (plus vsav is not that balanced)
 

zlatko

Banned
[QUOTE="God's Beard!";166245873]What's wrong with the cord? I'm really cautious about buying a stick with a busted cord.[/QUOTE]

Oh good point. It got trapped and so it's peeled a bit so you can see the "guts".

I basically just duct taped it to be on the safe side on that spot. I have had no issues though playing on it since Xrd came out. This happened almost right when I got it. It got trapped under a chair for a piece of the cord, and I didn't notice. I stood up to pull it and put it away and tugged hard so that part got the black outside peeled a bit in a spot. I can take a picture. It's quite minor.

But yeah been playing on it since Xrd came out, no issues with it and for MKX as well.

I'm selling it for quite the odd personal reason that has to do with finances. I'd keep it if I could otherwise, but I'll have to part ways.
 
Skullgirls is different - IPS (Infinite Prevention System) exists because, IMHO, MikeZ got tired of trying to balance the combo system. It was made way after the game released. No matter how MikeZ tinkered with the combo system, certain characters (*COUGH* PAINWHEEL *COUGH*) has combos that did ridiculous damage and went on forever. IPS literally exists because the game had too much that was broken, and this was an easy bandaid. I wouldn't say that Skullgirls is designed around IPS, but rather that IPS was created to fix some of Skullgirls' problems. It is an ineligant solution in its current form.
The IPS system was in Skullgirls from the very start and Mike pimped it hard (so did I in my OP). His mistake was thinking he could be lenient on the players and it spiraled out of control when combo monsters abused it hard. Obviously he wasn't too happy and he tightened the IPS system further (among other things like scaling on grabs, assists, specials, multi hitting moves, etc) which helped a lot. The drama gauge wasn't added until much later, but by the SDE (Squigly edition) SG's combo madness was under control. That didn't stop a lot of people from continuing to talk about SG combo length like it would make minions blush, though. Alstein complains and still does, but he is one of the very few dudes who is seriously obsessed with short combos lol.
Skullgirls isn't reset based because of IPS, either - it has always been reset-based, because the amount of meter your opponent gains from being hit increases over the duration of a combo (maybe SolarPowered can give a more thorough explanation on this). At the same time, your own damage decay is making your combo do less damage, so you're doing less damage as time goes on while your opponent builds more meter - that's not a good situation to be in. This encourages people to go for resets, because it lets them do more damage while also limiting opponent meter gain. You don't want to feed your opponent 5 bars off of one character kill!
http://skullheart.com/index.php?threads/understanding-meter-scaling-with-mike-z.6839/

Right from the horse's mouth. I'm horrible at explaining minutia and such. The reason why people went for resets in early SG is different from the reason why they do so now, though. You are more or less right about why they were done before, but now resets are done for the sake of keeping drama (mvc2 undizzy) from maxing out because a combo can reach full drama and allow a green burst before the normal IPS system kicks in for it's own burst. If you know how to hit and grab reset properly you can keep applying massive reset damage to some even if they're right on the edge of bursting thanks to maxed out drama.

http://wiki.shoryuken.com/Skullgirls/Game_Systems#The_Infinite_Prevention_System

The IPS and drama systems are explained in detail here.
There would still be a normal "request rematch" option, but folks could back out of that if they felt like it. This would be a special "you did NOT deserve that win" option. ;-)
I'd be okay with it then.
Now he just needs to make a game people play
Are there any open job positions at Capcom?
Seems like the gold standard for balance is Virtua Fighter (plus vsav is not that balanced)
It doesn't have to be perfect, but over 90% of the cast being a possible grand final character is more than enough. Besides VF we have VSav and SG. In VSav's case Mummy has an incredible hill to climb and the numbers don't lie. Mummy is absolutely at a disadvantage most of the time if both opponents are equally at the top of their respective game. I also hate how much of a role health plays in VSav regardless of character. Playing Hsien-Ko (whose GC is meh) is a fucking chore when everyone is guard cancelling like crazy now. I love the game, but if we're counting SG and VF I'd put VSav right at third for some of it's... eccentricities.

I still can't forget Mar vs Sako at EVO 2012. It was like watching a playable tier chart.
 

Onemic

Member
I figure I'd post in here as well as the B/S/T thread.

I'm selling a PS4 Hori v4 Hayabusa Arcade stick. Like new. Only flaw is the cord is slightly damaged, but the stick itself works 100% fine. You can duct tape with black tape on the damaged area to cover up the "flaw".

Asking price $180.00 (shipping not included). Image below is not my stick, but an image of it for reference.

maxresdefault.jpg

I got that exact same stick for 150 brand new on Amazon bruh
 
wait people actually believe marvel 4 is happening?

Did you hear that final fantasy 7 is getting an HD rework as well?

edit

o that old hrap 4 (the one without a touch button or whatever for ps4). Got mine new at 125 at amazon lol.
 

Mr. X

Member
The IPS system was in Skullgirls from the very start and Mike pimped it hard (so did I in my OP). His mistake was thinking he could be lenient on the players and it spiraled out of control when combo monsters abused it hard. Obviously he wasn't too happy and he tightened the IPS system further (among other things like scaling on grabs, assists, specials, multi hitting moves, etc) which helped a lot. The drama gauge wasn't added until much later, but by the SDE (Squigly edition) SG's combo madness was under control. That didn't stop a lot of people from continuing to talk about SG combo length like it would make minions blush, though. Alstein complains and still does, but he is one of the very few dudes who is seriously obsessed with short combos lol.

http://skullheart.com/index.php?threads/understanding-meter-scaling-with-mike-z.6839/

Right from the horse's mouth. I'm horrible at explaining minutia and such. The reason why people went for resets in early SG is different from the reason why they do so now, though. You are more or less right about why they were done before, but now resets are done for the sake of keeping drama (mvc2 undizzy) from maxing out because a combo can reach full drama and allow a green burst before the normal IPS system kicks in for it's own burst. If you know how to hit and grab reset properly you can keep applying massive reset damage to some even if they're right on the edge of bursting thanks to maxed out drama.

http://wiki.shoryuken.com/Skullgirls/Game_Systems#The_Infinite_Prevention_System

The IPS and drama systems are explained in detail here.

I'd be okay with it then.
Khaos Muffin does a great job explaining why you want to reset instead of max length combo near the middle or end of this video
https://youtu.be/Neh6a5kq-ms

Basically if you are 3v3 and want to kill in one touch they will have like 3-4 meters for the last 2 characters after you spent 2-3 to kill and left with half of 1.
 

Mr. X

Member
I was really hoping a Xrd update would have more changes to the system :/

ASW got me thinking GGXX being good was dumb luck with how BB and Xrd ended up.
 

mbpm1

Member
lol, im learning when to use them and when not to. its a learning process.

It was something that was bothering me for a bit after I played you lol.

Also you could have used more rolls. and built more meter with lp knives bc he has like no recovery on landing. Also used different buttons in neutral (cr hp, st hk). Also tried to keep closer than half screen more.

But I'm not the Rolento player lol, just things I've seen the stronger ones do.
 

petghost

Banned
You seen that jp article about kuroda? Maybe kida can translate but zhi says he's almost homeless and wants to go to evo. Would be dope if r kappa or someone sponsored him to go as he is one of the goats and some kind of 3s savant.
 

Crocodile

Member
i mean if they're stating "what if they put a burst and also the entire game is tuned around it" it more or less misses the point because it just becomes a full on patch wishlist instead of being a thought experiment

it's far enough into the fantasy zone as to where it wouldn't provide wildly productive or interesting discussion on the actual game itself (vs straight wishlisting)

I mean adding mechanics to games is already into patch wishlisting or whatever no? All this MvC4 talk is some pie in the sky silliness already no? Anyway, te question "what happens if we haphazardly slap this mechanic into game X" is different that the question "how, if possible, can we improve game X using this mechanic". The second is more interesting but ideally more difficult. I thought we were discussing the later question. I guess I was wrong and we were discussing the former question? Or rather did Dahbomb just choose the answer the former question? Or was that just the first step in answering the later question (because you usually have to have a good idea what the answer to the first question is before you can answer the second).
 
wait people actually believe marvel 4 is happening?

Did you hear that final fantasy 7 is getting an HD rework as well?

edit

o that old hrap 4 (the one without a touch button or whatever for ps4). Got mine new at 125 at amazon lol.
So pumped for FFVII remake. :-D
 

BakedYams

Slayer of Combofiends

look what marvel has done to us...

It was something that was bothering me for a bit after I played you lol.

Also you could have used more rolls. and built more meter with lp knives bc he has like no recovery on landing. Also used different buttons in neutral (cr hp, st hk). Also tried to keep closer than half screen more.

But I'm not the Rolento player lol, just things I've seen the stronger ones do.

No this is good, I'm learning.
 

mbpm1

Member
look what marvel has done to us...



No this is good, I'm learning.

Ya, Trollento's scariness comes from his very many options. Overwhelming variety of attacks is something that the scary Rolentos have.

And the fact that I can't react to his overhead for shit, sigh

Even tho I lost to you sometimes I think overall you were more predictable in neutral than you were when knocked down, which shouldn't really happen considering Rolento's options
 

Anne

Member
You seen that jp article about kuroda? Maybe kida can translate but zhi says he's almost homeless and wants to go to evo. Would be dope if r kappa or someone sponsored him to go as he is one of the goats and some kind of 3s savant.

So some things never change I guess.
 

BakedYams

Slayer of Combofiends
Ya, Trollento's scariness comes from his very many options. Overwhelming variety of attacks is something that the scary Rolentos have.

And the fact that I can't react to his overhead for shit, sigh

Even tho I lost to you sometimes I think overall you were more predictable in neutral than you were when knocked down, which shouldn't really happen considering Rolento's options

i suck with him lol, give me like a couple months
 
[QUOTE="God's Beard!";166249449]If you say so.

v14w8Z.gif
[/QUOTE]

Okay, okay. Nice photoshop.

Everyone knows no one in FGC GAF plays fighting games.

Kappa
 

jerry1594

Member
You seen that jp article about kuroda? Maybe kida can translate but zhi says he's almost homeless and wants to go to evo. Would be dope if r kappa or someone sponsored him to go as he is one of the goats and some kind of 3s savant.
That would be cool, but what would there be for him at evo? The 3s guys aren't even gonna have a tourney there. I think they're just meeting up in a hotel to pal around in a room. Also kappa don't care if they can't wave around their stream monster dicks.
Has he never gone to an EVO?
I don't think he's ever cared much for foreign competition.
 

fader

Member
[QUOTE="God's Beard!";166249449]If you say so.

v14w8Z.gif
[/QUOTE]

Idk why he went for a high hitting normal... He should of seen you whiffing the stand roundhouses.

EDIT: oh shit, it was vulva. :3
 
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